Great start! The wood grain could be more pronounced. Also I see you tried to break up the straight edges a bit. Take it further and add edge damage (cracks, etc. where the wood has splintered). Example:
Great example. I think they actually wrote this algorithm that analyzed the classics and could compute "perfect pieces" based on lot of key variables, but it never came out as anything special. I can't remember who did this experiment though.
Oh yes I've used that script however I've noticed that it has problems with continuing quads. Good example would be a plank. Try creating a single plank with beveled edges. Then add a couple of edge loops. Then try the script again.
Also disagree. While I se what your trying to get at, its not actually the point, as it were. A classic example of this is playing a retro game at 1080p. Good art is good art and will show at any resolution. Bad art however...
I came across this looking while up some symmetry stuff, it should be a good tutorial/example of using the new Dash script despite the age. (apparently it got added in 2017 but i skipped that release) http://vimeo.com/106496966
Here's a good example of facial color. http://www.grimsby3mansquash.co.uk/Gary%20Elliot.jpg Notice how the colors change from region to region. Might also help to do a Guassian Blur on this in Photoshop, so you can concentrate on the color changes.
http://wiki.polycount.com/Normal%20Map#Re-normalizing Both the nvidia and xnormal filters can do this. It just resets the normal lengths back to how they should be. If you've overlayed any details in photoshop you should do this. Here's an example.
Yeah, use a composite material, you can then use normal maps and lots of textures on one terrain. This took me ages to find and is the best example imo, its by a guy called Kevin Oxland: http://www.kevinoxland.com/Images/Layers_Unlimited.pdf
hmm i tried that Eric and it doesn't seem to work. For example I choose bip01 as the biped selection and my extra translation bone as a the source. All that seems to happen is that the bip root is moved to teh same position as the translate bones
not sure if they upressed the in-game characters or not after I left but this is an example of what an in-game character looked like: I just picked up the collectors addition tonight. The art book kicks ass! The production quality is top notch. - BoBo