Yeah, there is lovely work there but it's too small, I cant save images and you don't tell me what the project was for or any specs. Is this site to get a job or just a nice gallery? Because it is a nice gallery!
for 2, save your normals as an rgba doc (tga does this,not sure what others do or what they want off you) and in ps's channels, put your grayscale spec (power) map and seperate in-engine.
Did more editing and now she's at 5956 tris. Started on the texturing. No bump or spec yet. Got her body already rigged up, then on to the facial rigging soon. Lemme know what you think.
awesome! but I think you can push the spec/reflections on the armor pieces some more to make them pop and look more metallic-ish, some stronger highlights would do them good. :)
Hey, great job adam! Your really progressing quickly with this. I agree with stoofoo's crit. Spec is always the trickiest bit, but its so important for a highly reflective object like this. Awaiting the final textures :)
DOG-GY> I agree. All too often games go overboard with too much spec and too narrow specular highlights. In the SC2 example I think it works great, they are supposed to look slimey.
Well depending on your system specs, 12m isnt really that big of a deal. Maybe in zbrush? I dont think you'de have too many problems rendering normals in XN for example with a 12m mesh.
I really don't know if I can trim it down to game specs. Ever since I decided to go the space route with the overall design, I've been modeling him for use as a cinematic character.
its not bad man! what are the specs you have to stick to? Its a nice start on the texture, u just have some seams to fix. keep goin, theres not a whole lot to crit on just yet.
quick update: Ok, finally got my normals and some diffuse on there! Gonna add some alphas to the tail very soon. I've never done a spec map, but I plan to add one :) update: