Id like to see some detail in the diffuse around the areas where there is damage on the legs. The mesh detail exists and looks great, but needs to have some change in tone at least to sell it in the final render. Its a zombie after all, get some gore in there!!
yeah I suppose 2gig ram is worth having . I was wanting to spend around 1000 pounds (1,856.30 USD) mr damage - I have used intel since 1997 and after having an AMD at work recently I found it a lot better.
I'm gonna throw in a plug here my own software: CrazyBump's mixer gives better results than a Photoshop overlay. It uses a different blend function which doesn't damage your normals. If you care to try it, grab the beta from www.crazybump.com
The metal is a bit stoney, isn't it I think taking the damage out of the normals and declouding the base a bit will fix it right up. With oblivion you have to use grayscale specular maps, unfortunately, otherwise I'd get some blue or gold in there and that'd help.
Thanks guys. Here's the fullbody hires sculpt, still need to make some tweaks, particularly the face changes that Layna mentioned. Any outfit details that haven't been covered yet I plan to do in texturing. some detail/damage closeups.
I did whole bunch of sprites for a flying ship mod for King Arthur's Gold, I never did sprites before. The game uses layer system which allows for sprite variations and animations, so I have damage variations too.
I love the Environment, very talented and very awesome work. Though it seems like more work could be done to the areas that do not focus on the large Robot. a little bit more in them perhaps. Some water damage to the walls too. - Sythen.
The fog/sand storm is a bit too dense. It would be great if the closer part of the ship was much clearer than the distant part, and if you had closer renders. Your current render makes me want to see the metal and damage up close!
Have you any reference material? If not you could gather a few images for inspiration and go from there. Is the weapon new? Or is it old and damaged? As dudealan2001 has said, your next step is to unwrap the model, then you can begin actual work on textures.
http://bryanlewissaunders.org/drugs/ Saw this link a while back. From what I hear, he suffered mild brain damage from trying all that. Being straight edge, I don't agree with what he was doing, but it's still kinda interesting.