@anmile duan- thanks! I baked out a normal map and got a basic diffuse and spec map going on now, just need to keep working at it. Here is what it looks like currently.
Sweet job man! I would suggest making the eyeball spec have a little more pop. Also I'm not a huge fan of the one you photoshoped. Stuff just looks blurry
Can you check which shader the OpenGL view is using and if you have the appropriate setup in your graph (Diffuse if you are using Spec/Gloss, BaseColor if you are using Metal/Roughness).
If you're going for current-generation specs, then UE3 of course. It has plenty of documentation, easy to get(buy ut3 or gears) and is widely used and respected throughout the industry as one of the top engines available.
I'd axe that transformer, and at least try to get 1 more game spec character in there, WIPS are "okay" if they are on their own page and labeled, but I would take that down when actively applying for jobs.
Okay, awesome. Yeah I'm still getting the issue, current version of Suite was 2.0.2 I believe, haven't noticed if you updated yet. Specs are here: http://speccy.piriform.com/results/5eHIAmmdgvUospARG4PUaOP
..been said before - probably here somewhere - but the weapon manufacturer 'Steiner-Bisley GMBH' (in weapon specs) is a nod to Daisy Steiner and Tim Bisley, main character names from the series 'Spaced'.
Was expecting forklift caterpillar... +R Not to say I am extremely disappointed in your work. (Just kidding, really awesome job :) Spec could use a bit of work? It feels rubbery and not metal)
Thats a good idea GsK =) No spec, no bump, 100% self illum screen grab from 3dsMax. Still have a fair amount of texture work left to do on this one, but its getting there.
This is looking really good so far. Really good work on your diff and spec, they look very nice. The only crit I have is that the doors look very clean compared to the walls.