Id like to see some detail in the diffuse around the areas where there is damage on the legs. The mesh detail exists and looks great, but needs to have some change in tone at least to sell it in the final render. Its a zombie after all, get some gore in there!!
ambient occlusion differs a bit based on what software you're using, but basically, it's where you put a certain type of light into the scene that calculates soft shadows on the model very accurately. You then "bake" that lighting pass, and multiply it onto your diffuse texture.
Cryptic Studios Art Test? Looks pretty good! I think the bright highlights you've placed on the diffuse for the Egyptian woman are working against you. In fact, you may very well just have too much baked lighting going on in general.
You need to get down and dirty with your textures and make them... dirty. And the texture you're using for the ground is looking to be much lower in resolution when compared to the rest of the scene... and it looks like its normal map is even lower than the diffuse. Keep at it.
Thanks GarageBay9, I'm going to post a texture break down later when I wrap up the scene. The shader is very simple I just have a constant set to 37 going into the spec power and a normal spec and diffuse texture. Beyond that there is nothing.
Funny i was thinking how good the low poly looked concidering it was a just an old fashioned low poly and diffuse. I guess it is so easy to forget the days when we were working with no normal maps and a real texture and polycount limit. tim
Currently, most of the imperfections are only in the spec and diffuse, so it all looks like scratched off paint. Push some into the normal, and your turret will look substantially more worn. Maybe that's not the look your going for... if so, ignore me. Looks good regardless.
That is correct sir. You want to make sure you create your plane the same dimensions as your image...for example if your image is 289x300 pixels...you make your plane that same size. Use the blueprint as a diffuse then just throw that material on that plane.
wow! the concept is amazing, GREAT colors! the model is ace too! diffuse turned out slightly less cool than the concept, but if i wouldn't have seen the concept first i'd still be screaming about how cool it looks, so keep it up!
I don't think normalmapping it would be the best, I think just playing with an alpha mapped diffuse and a good specular map will make it...I'm working on hairdo aswell for my next doom3 character, would love to see if normalmapping hair is worht it though.