Overall, nice. The leather looks great. The metal is a little too soft on the spec, feels slightly plastic. Skin fells a little plastic. Hair feels alright, but beard needs a little more.
I fixed some sync issues across the diffuse/spec maps and painted in some holster wear like my original ref. I think it's almost time to call this one complete!
Thanks guys! I feel kinda dumb that it was that easy. Here's my update, just need to work on the spec map now. Thankyou again everyone, and thankyou for posting the helpful links, and programs. =]
So I finally got a reuseable rock sculpted and baked down. Right now its just AO, Spec and Normal. After work i'll start on the diffuse. Any crits on the result?
This is super variable based on the actual art specs and how used to working in that style the artist is. Assuming they aren't extremely complicated I would expect anywhere from 1-5 production days.
I think it would be nice to get varying spec. his skin feels a bit shiny and the cloth pieces could be far more matte. hair would go a long way as well.
That is awesome! Yes make a scene! GL One thing, I dont like the spec on the eyes of the helmet. Also the helmet can be a bit wider but ears same place, dont move them.
As far as the modeling it seems solid, but for textures i cant give you a critique without a normal or spec map because everything just looks flat diffuse and you cant differentiate materials
eeh just make an action with vTools. its very easy. here is mine ( yes i know a bit of a mess but it works): this saves the alpha to the diffuse and the gloss to the spec and its activated with F14.
oooh i like this a lot. id like to see some hand grease or something worn down areas in the spec. its very flat in the wood areas if im being really nitpicky