certain areas on the mask2 map looks a bit dark, if you want your item to have more spec, you should make mask2's red channel whiter. I think that your current mask2's red channel is a bit too dark/too black.
You'll be able to get the trial on the website as soon as it's available again, it's getting hammered right now. The previewer allows you to load any glsl shader. It comes with a default PBR shader and also Relief mapping and parallax shaders that uses the typical Diffuse/normal/spec/gloss outputs.
Really liking fur #2, fits the cartoon style of the character. It's hard to see any normal map on it. Have you tried toning down the diffuse and upping the spec? It looks great as is, but it would be nice to see what it looks like with highlights popping up from the normal map.
thanks guys.. ivars, yeah I need to fix the bleeding in a few places. about the center line, do you meen the line on the plastic parts? becaus they are supposed to be there:P If you ment something else, please explain more.. Binopittan, the metal texture is almost all in the spec..
You shouldn't be putting that edge or scratch detail in the diffuse or spec map. Assuming you are using the PBR workflow you want to put the scratch and material detail in the gloss map. Marmoset just posted a bunch of awesome stuff about PBR workflow, you should check it out.
hmmm saw it in the stores for pc...not sure.. question - from what i remember on the box specs it needed a dual core? i've still got a p4 with a cracking video card and plenty of ram...think it would still work? meh still waiting on batman arkham, damn delays..
A little bit to much DOF and for my taste, making the clean textures looks a little bit blurry. The spec on the chains looks a little bit to much, or it might just be a comination with the bloom. Nice work anyway man! Would love to see the a similar flytrough with the night ligtning. Cheers.
Great job! But I agree that eyes seem to be too big.(or the visible part of the eye) and spec seems too uniform for me - I would crank up that normal map a bit to add a bit more noisy skin detail. Anyway, congrats on a tasty portfolio piece)Cheers!
^This. Also finish your props. those greys are only a fraction of a finished piece(its something I suffer from). Personally I would consider putting a Key light into your grey renders. and get some direct shadowing/spec into there too, Straight skylight looks crap.
I love it :D Just not a big fan of the arm area. the tricpes arent that defined and that bicep bulge seems to be placed incorrectly. Lets see the texture map! some purple in the specular sounds nice? you could probably add more life to the hair by some spec loving