If you are to change the nail colors maybe you could scale those hands down a bit? and add some alpha rip/tear on this green material near her hands, or maybe just an arc so it would not be so rectangular. Just an humble opinion :)
For vertex blend shaders, take a look here. http://wiki.polycount.com/CategoryShaders Shader FX is the easiest way to get a simple vertex blend shader. They have sample shaders, but you can also very easily make one too. Free for individuals IIRC.
yea, not finished with it yet, wanted some feedback before I did more on it. Should point out they have no textures, just the base color of the material for them. I will probably will scale up the pupil iris a little as well will help remove a bit of the crazy
Texture Tools 2, which IIRC is only GPU-accelerated if you have the NVIDIA chipset, otherwise it just uses your CPU, so it should work fine for you. Might be your PSD? Try a 24bit TGA, see what you get.
I think the water in the canal looks fine, but the flow from the drains needs some work. Texture aside, it should follow a parabolic arc, flowing straight out from the pipes before falling. In some spots, the water appears to begin under the pipes.
A3 and A4 show off everything, I would really like to see A4 with the head retracting from it's right to it's left, cause this way it's staring at the camera. Or maybe a lower FOV? So it would feel real big, as you would look at it IRL.
thanks for the crit, it helps a lot. curved the bottom of the rear bumper, probably not enough but its a start, and did the mesh grill. its not perfect, size of mesh is a little bit off, but it looks ok as if it was irl size i feel like it might be too small.
the editor camera? unfortunately no, the controls themself are out of reach for the common user iirc. I think you can move it and do some stuff with camera.current, assuming the scene view is the active view, but i'm pretty sure you can't override the default controls.
nice work so far. The thing that is most off putting imo are the eyes. I would give him a more natural rested eye appearance like this. basically, have the upper eyelid on the edge of the black pupil part, and the lower eyelid on the edge of the iris.
Can you post an image showing the issue? In older versions of ZB I would get a problem where white spots would appear on a BPR using the NormalRGBMat. If that's what's going on then (IIRC) going to Preferences > Performance and turning off MultiDraw should fix it.