Pretty Cool armor, I think the helmet looks better in the blockout though, for example the skulls lower jaw is really tiny, it looks like he has a giant overbite ;/
A good example is the Mossy rock smart material. I load that up but the stone component will not transfer to the other folders. The moss component will transfer however. Here's was i'm talking about.
Special can be an extra layer on the diffuse as fullbright (not affected by light or shadow) or some kind of metalic material that reflects an envmap. envmap example: http://cgkit.sourceforge.net/tutorials/materials/envmap.jpg
Got my copy in the mail, can't wait to try it, been reading some comments on the internet, and I believe this game is the perfect "hate it or love it" example, there's no in-between apparently! Oo
Pretty much when you have two or more sides that will look the same it is safe to have those right on top of each other. Ill edit this post soon with a example.
I think the eyes are great! pulled this from google as an example of how much anime eyes differ from each other. There is no blanket style to any one character feature.
Ok look, try photobucket since I happen to have an example on hand of how to use it. Go to photobucket.com, upload an image, and use the highlighted code to paste in the forums here:
I saw Charlie's head. You're right Brian, it is very similar. I can definitely use his head for an example but obviously I'm not going to completely copy him.
Separate parts that are separated in real life. for example, dont sculpt the buttons, insert a button mesh instead. basically anything that is a separate object in real life should be one in Zbrush to.