HA. Love your name. It's a gloss map, here's some info about them: http://www.polycount.com/forum/showthread.php?t=90709 Aaand, some examples about making them (I don't think all of these tutorials use them, but I remember that's how I learned how to make them): http://www.philipk.net/tutorials/materials/materials.html
I wouldn't see anything special in my photos and expensive camera would do nicer ones indeed . A random one from my phone: https://www.dropbox.com/sc/gf4330xsosd47fu/AAAy2JDS2likF3_vWyygTxd3a I just think a good texture is not one where you could distinguish every microbe and repeating in every 2 meters but rather a series…
one thing that really bothers me is the metal deco on the door. it seems so out of place being that its just flat grey. add some texture to it. other than that the piece looks pretty good. can we see wires? also in this most recent shot, you've got 4 pieces of wood to the right of the door and up a little. what are those…
14,782 tri's.....aaaaaand that's a wrap. I basically cut it in half from the original(30k) I am content with this. Thanks everyone for the advice and feedback. Next prop or vehicle I do, I will set the tri count to around 10-15k maximum for game quality as this seems to be what most people are saying for tanks and such.
Robert Valley [ame] https://www.youtube.com/watch?v=KtCKATWLOgc[/ame] Leinil Yu http://orig04.deviantart.net/8b0d/f/2006/333/7/3/for_inkers__sample_pencils_by_leinilyu.jpg…
Glad to see your start. I think you can do better next times. By now, your work is a bit green. Dan advices say almost everything. I have to add that you should give more importance for your model BEFORE start applying textures. The model itself, with a simple lambert should have good silhouette and personality. Wich…
gloves look aaaamzing! still think the shoulders are a tad big, but it does look better now when they are fleshed out. you made me check out lord of the fallen now, that looks pretty cool o.O and I see where your going with it.
Aaaand apparently I'm an idiot. Problem solved; all that happened was my particle system was on one layer, the particles somehow appeared on another, and the one that controlled whether it got rendered was hidden. *facepalm* I'll leave this here in case anyone else has the same problem though.