Hey thanks for the comment! I will be going for something realistic, this is just the block out, I will be going back and detailing each part and making it more like the source material =) .
looks good, the only thing that stands out as being off is the eyes, they just look too cartoony compared to the rest of the texture which comes off as semi realistic
Oh my god Ive been thinking about this concept for weeks. Using physics to simulate wear by throwing objects at something to get realistic wear on convexities, this is amazing.
I was planning to make this 3D and in UDK within the next 15 weeks. I plan on going for a realistic look. I may do some experimenting with stylized textures.
Cool little scene! The material of the vines isn't very realistic though. Maybe use some SSS to get the translucency? http://universitydisplaygardens.files.wordpress.com/2013/07/img_0351.jpg
Hello. For blending materials, try the "height blend" node, which lets you blending them based on their heightmap. This gives nicely detailed, realistic blending. Keep it up!
Just a small suggestion, maybe the metalness and gloss map could use thumbprint marks on it, jsut to creep it ever closer to a more "realistic" feel. This looks beautiful though.
Here's a video painting a texture for this dungeon [ame=" https://www.youtube.com/watch?v=1erX_ICi89A"]Hand Painted Realist Stone Tile Tutor - YouTube[/ame] More on that later
No. Went from concept art to 3D Character art, mostly cuz I wanted to see my ideas "finished." It was handpainting first and then went into more realistic bents.