A humpback im working on, normalmap baked from highpoly, diffuse is still wip. model is at 7k tris.. texture and normals are 4096x4096. cheers! [ame]http://www.youtube.com/watch?v=NK3RsVNDkBc[/ame]
Here's some Maya viewport screengrabs of a katana I recently made. The far right is a Marmoset screengrab. Final polycount was just under 3K tris with 2K diffuse, spec and normal maps.
Sure. I've modeled seven different pebbles, uv mapped them, textured (I'll be baking diffuse too) and placed around by hand (hehe). It's over two thousand individual pebbes over there :)
[/QUOTE] Double Agree: Expanding on that; make a channel map for your diffuse/spec (pack a different gray-scale in each rgb channel) and you can get three times the mileage for a single shader with instances :)
A prime target for pareidolia! OzMa - can you paint or otherwise blend in some less blurry detail in the diffuse? Seems a cool character to create a mechanical lower end for. Maybe a hover ball or spiderlegs or something.
Here is an update. After tweaking the diffuse, I did a comparison and couldn't believe how saturated it actually was before. I redid the specular from scratch, thinking about surface definition above all else.
Well at least you colored them, otherwise you'd have a long job ahead with the diffuse map... looks really nice btw. @meador: That thing actually shoots shotgun shells? What about the blowback?
Redid the medieval brick wall I have been working on since the first one sucked ass. I'm much happier with this attempt so far. Still trying to decide if I should add more to the diffuse or not.
@ The Flying Monk - Really nice start man.Cant wait for the finished peice. @ Proxzee - Nice diffuse,what did you use to get em? Thought I'd try my hand at a pokemon. Very WIP,Charmeleon.
Blaizer goes without saying but nice texture, i would consider replacing the red of the top concept with the grey metal of the bottom one. catstyle really nice diffuse only crit is there is too much grey on the nose.