texture wise I dont see any real highlights, just shadows and mids. This would be alright if is were going to be normaled, but just for a diffuse I think you need a bit more variation.
Thats looking great! brilliant improvements :) I agree the fur on the back need to stand out a little more somehow, and maybe sharpen up the skin diffuse in places. (cut on the arm). good stuff!
Also, if you can't get it just right, you can overlay an AO on you diffuse maps (around the corner). This should give you the definition you need. do you have xnormal?
Here is the start to my texturing Diffuse: http://i.imgur.com/mj0OYjQ.jpg Spec: http://i.imgur.com/1GuseU8.jpg AO: http://i.imgur.com/ehNmihO.jpg Normals: http://i.imgur.com/689nBom.jpg Gloss: http://i.imgur.com/R3gekPN.jpg
Just imagine messing about with it and someone knocks you and the laser points at a wall closer than three feet and the diffuse reflects into your eyes. You think your ok till the next day...
haha... your slight vibe would be correct. Quite a bit of the objects are in my own backyard. I can definitely work on the spec and diffuse a bit more and try to eliminate the milky white feel.
I've updated the tool today to version 0.97. Among the changes is the ability to compile your model's materials into VTFs. It will use Diffuse, Specular, Ambient, Bump/Displacement and Self-Illumination maps of the Standard Material.
At Mythic, we usually have a dark map texture that is mapped to a different UV channel then the diffuse that works like a mulitply layer in photoshop we also have detail maps that act like overlays.
Looks nice, but I'm agreed with Chris, generally needs more contrast in the diffuse, also I'd push the wood beam hue away from the red and more into the yellow to make it fit in better with the stone.
Looking great, but I have to agree with Metabus. The materials are looking very plasticky to me. I can't decide if the spec needs to be broader and more diffuse, or just needs some more roughness/noise.