You could make regular normal/diffuse/spec 2k maps using your first UV Set, then use a second UV set to add tiling detail textures (they don't need to be huge) that you'd blend on there with your shader, that's probably what I would do.
The roof supports should be curved, and the whole area is too narrow. You could use vertex painting (there are a bunch of examples on youtube) to blend between grating and fungus. The roots would probably be best as geo, and a couple of floating planes around the thickest parts for more volumetric fungus.
The colours are roughly the same as Lucio's though his costume does seem to flow a bit better. The gradients definitely help blend everything together. The piping breaks things up quite a bit. Maybe making it a little more subtle and perhaps hinner may work too.
There are some early things that people CAN tell you to do that specifically will bleed to almost all your future artwork Fine art basics of design (this will involve composition, value theory, etc.) Still life drawing Observational drawing Figure Drawing Color theory Painting
Looks very awesome! Like romy said, more detail on the back of the pants could really help define the material more. I also think you could play with the colour values of the face and beard a bit more so they don't blend together so much.
Ambient Occlusion is just a rendering technique used to calculate where the ambient lighting would be occluded, I think it's always grayscale. In real life (but also using different rendering techniques) you have bouncing photons that would enable the colors to 'bleed' into the shadows and occluded areas.
Yea don't worry, I'm not blaming you :P I have no idea what the tools are like, but in UDK the "build all" and "build lighting" menu had a lighting quality drop down menu. If it's still there, use production quality and see if the light bleeding goes away.
Thx! Not I didn't used the "standard brush" but the "claytube", and of course if just for the base. I add all the details using "orbs crack", "trim dynamic" and "claytube". At the end in Photoshop I blend several other wooden textures using mask here and there to get this woody work.
Researching expressions on this guy. It started as some sort of disgust, it's now slowly turning into an interesting blend and contrast between acceptance, sense of superiority and disappointment. I wanna go ahead and push more the negative, dark sides of the personality. I'll let you know how it goes.
I like the detail on the hands in the concept, maybe bring that through a bit. Also in the concept the shiny head bit and the shiny body seem to blend in, but the body seems very dull compared to the shiny head in the 3d model. Other than that tho it looks cool, very nice.