Looks really great, however I think it looks a bit clean? Obviously don't mess things up for the sake of it, but some signs of story would be great. Did the people rush out of the house? Were they evacuated? Environmental storytelling would really add heaps to this!
@JadeEyePanda :poly122: Oh alright, earlier I did some work hours before I got that advice. Looks like I'll do both body and face silhouettes before I add anymore details. The temptation always gets to me though.:poly127:
Thanks mystichobo, how did you do that? I don't get to add a whole lot of images when posting, so am kinda rusty at that. Thanks for the comment, I am planning to bring the scene into UDK, so yeah lighting will be very important here.
ah yes, i think the sticker looks much more convincing. one other thing I noticed, is your screws are all oriented the same way, rotate them around a bit add some variation. Did you change the low poly at all?
Did you do something weird here like add in more segments to your low after you baked your normals? You shouldn't be getting noticeable waviness on an object with that many sides. Waviness etc: http://www.polycount.com/forum/showthread.php?t=81154
Looks great man , I would add some hilight to the shoulderpads (the purple area) like you did on the shield;It looks kinda flat now . The glaive look small imo , you could try scaling that up a bit . gotta love those cristals :)
Kind of going along with what Larry said, I think it feels kind of solid. You could push the flow and pose a little more, I think. Add some life! But I think you did a great job working from the initial image.
yeah I did burn a dvd a while ago and have most of the important stuff like base meshes/textures backed up. It was stuff like reference and mp3's, but still really I don't need this stuff right now. yup it was a western digital:(
the way epic did it in GoW for the detail normals is to multiply the normal map you want to overlay with a constant3 with R1, G1, B0 (normal in A, constant3 in B) and then use an Add with the base normal in A and the overlay in B. they also tiled the detail normal with a TextureCoordinate node, but that's probably not…
Funny you say that I did a whole lot of research the last few days with the leads I got in this post, I then bought the gnomon dvd to get a very deep lesson in Color. To bad I missed your post would of saved me time.