FPS - Spec Ops: The Line(PC). Way too awesome of a story for an FPS. Click Adventure - The Walking Dead (PC). RPG-ish - Mass Effect 3(360). Really hard to pick one favorite game...
Hey quick update, spent a couple more hours on this, decided to replace the fabric with duct tape and then went tape crazy and stuck a torch to the front. Also played with lighting and the Spec map. Comments and crits welcome. :D
Well I've been toying with this idea, what would you guys think if I make images of ripped models of wireframes, specs, textures ect. and put them in my blog or something? Would that be pushing it a bit?
I saw you post about this on G+ and I loved it there too :D The spec really ties it all together. Would it be possible to get a little higher shot? I want to take a peek at what's cookin'.
How does your mesh look like? What maps are you using (diffuse, spec, displacement, sss)? What renderer do you use? Arnold, Mentalray, Vray, Cycles? And whats your light setup?
Like dpadam said, the edge wear is a bit much. Try using a more textured brush to add some scratches into the spec map around that area. Millenia has a good tutorial on a gun very similar to this :D
ooooooook- first pass on normals and textures- baked polypaint down plus xnormal cavity map and some PS cleanup- still some normal issues and seams to deal with. No tail yet- eyes are just a material and no spec.
Something is really wrong with this... Its almost like the whole thing is vertex lit? Your normals should be fine, but they are just not popping at all? Might be the spec, or the light? Also, Weyland didn't make the eggs, duurrr :P
Ok i'll change up the gloss, see if I can get it looking better. What do you mean by tighter? Brighter gloss on the wood? I didn't even think about that for the spec colors, thanks!
i dig this a lot.. kind a creepy, but i like it. I agree with the proportion comments, it also looks like that base mesh is a little dense, what are the plans for the model? Do you have specs you're shooting for?