this looks great! have you tried it against a soft bright gradient background instead of the black just to see how it looks? it seems like it would perhaps suit a brighter happier background colour like the concept.
A Mat ID is used in various softs for easy selection of groups of faces. It's just an ID, not a diffuse/albedo. So it doesn't matter what color they are as long ast your different parts are properly differentiated : by color ID.
PeterK - Sure man, nothing special going on, just the mesh that the Zspheres spat out. I think the key for soft detailed areas like this is to keep the base even and grid-like, so it's like painting in Photoshop.
The hard-surface stuff looks a little soft. Although Jensen was getting some nice results: http://boards.polycount.net/showthread.php?t=65018 I still think it's better to do this stuff in your traditional 3d app.
well the red stuff is suppose to be halogram-ish. think of it as a sort of robot "rib cage", to protect the soft stuff inside. the reason for the seethrough forcefield on top it to protect the eye and still give the eye the ability to look up.
Yup, it's 32 bit. I also just discovered that erasing a blurred layer even with a soft round brush garners chunky, pixelated brush strokes instead. I think we're dealing with a gypsy curse at this point.
I think it's starting to get there. The wear is looking good, just sharpen the edges of paint a bit. Right now the textures feel way too soft. The metal, especially the edges can have some sharper spec.
since you said modifier I guess you're in max? maya has a transfer vertex positions deely that sounds like itd be useful here. maybe silos surface snapping w/soft selection too?
Good start. Make the eedge wear more apparent. More discoloration on the metal body is needed. The forearms need a more obvious, stronger rhombus shape. Shoulders/trapezius area needs to be more squared off and not as soft.
try a 3-point lighting setup with a yellowish key, blueish fill, and soft white back light you could also try turning off texture filtering so it doesn't blur the hand painted details