New update. The hair will be redone as soon as I can get ahold of my model for some pictures. These textures were pulled from awful cell phone photos. :P However, the rest of it is mostly done. Spec, alpha, bump, and diffuse maps. No normals because I can't sculpt worth a damn. And here's a wireframe:
Your dripping yellow paint, is that supposed to literally be dripping paint? Or a cool decal? There really isn't strong separation of material if its literally supposed to be paint. You would want that change between metal and paint to have some thickness, via normal map...and then really sell the light response with that…
I think overall you have good work, but could maybe work on your material definition and having a bit too much material noise. It works but I think you're almost on the edge. Some more spec would be nice to see as things read quite flat even in the sun. Good work though still
Still doesn't make complete sense to me, if there was some flickering error, a hue was off, or the spec of background item was too strong, it just makes sense to use them District 9 completely took advantage of layers and it looked photo real (just as good or better than avatar IMO) on a small budget but wasn't in 3D.
Lower the spec on the material you used first. Then work on your lighting to get some deeper soft shadowing. Lighting and rendering is pretty hard and time consuming, so watch good tuts to get better. The model looks pretty good though. Do a wire frame overlay so people can see the geo.
I updated the orange colors to match the image links better. You are right, I will probably ditch the top images and move the bottom ones to the top. Yeah, the next model I do I will keep a closer eye on it. It is easy to go crazy with poly count when you are used to keeping things mobile spec haha
yea, if it's just turning the model black and not the entire screen (which was what I was thinking). Though the lights should never be touched or affected at all by the emissive texture setup. What was the texture setup like? ie were diffuse/normal/spec enabled at all or was it just fullbright and emissive? which sounds…
@allaze-eroler: I don't really mess with the setting that much because they usually come out clean :) Try it out and let me know how it goes! Here's Eva the Space Nurse again! She's about 99.9% there, just messing with some final touches and her much needed spec map on the glassy bits. Enjoy!
Not feeling the metal man. :/ It is sitting somewhere between a polished concrete and metal. Bringing up the glossiness could help and maybe some more scratches and details in the spec map. Overall pretty nice. And you could tweak on projects forever. Sometimes it is just best to move on and apply the knowledge to a new…
tackling a retexture, deciding now to go one step at a time with all the maps instead of doing the diffuse first and then moving on to spec. And this time I have a gloss map doing some work. Right now I'm just trying to get the base materials right with solid colors, comments on the previous texture are still welcome