JFletcher: Awesome stuff, man. Got a question for ya: How are you getting your textures so sharp without overdoing it? Is it a paintdaubs deal or maybe a fade sharpen?
@MadCarrot:That axe seems very wobbly and claylike... much to soft for metal. Try for less noise and less detail on the blade part. Axes are big and sharp... so that is what the model should represent.
B8MaN small suggestion, maybe change the side of the roof to something like this: http://dl.dropbox.com/u/12430386/advice/temple.jpg as everything else is pretty crisp n sharp - really nice work :)
@LoTekK Looking great as usual :) What's your texture size? I like how his facial area looks sharp 'n' crispy even though it's hand painted! ANON REQUESTS WIRES!
thats, not over-sharped :) that texture downsized from 512x512 and models will be used on iPhone also, they must look dirty and used like in Mad Max :D i will post shot from the engine soon
So much great work here ! PeterHutton , I love it ! very nice sharp details looks very polished ! This suppose to be a HQ for aliens for a project I am working on. I still need to add colour to it ..
also, how do you export your uv layouts (I use maya). when I bring it into photoshop, the uv lines blend together so its hard to determine a sharp line. Heres the UV map
Maybe this is a dumb question, but how do you keep a small texture sharp on a larger object? My texture is mostly cubes, and I'd like it to remain crisp, but it gets blurred when on a larger object. I'm using 3ds max.
@frango: very nice! i´d make the outline a bit thinner and purple, more like the color of the shadows on the texture. also, you could spend a couple of tris to break up that hard angle on the heels, too sharp imo.
booth washy and blurry textures (a touch of the n64),- maybe use some gradient and mask tools inside photoshop instead of just the blurred airbrush to add clean and sharp details. Edge contrasts would do great in booth model-textures.