you mean the specular doesnt read as metal? Im still working on it so yeah the blue is meant to be a bit like waterproof paint/rubbery but I will work on making the rest more metallic thanks gcmp the concept shadows look a bit odd on that piece - too flat and straight edged
Robot, looks pretty good. The tip of the barrel bothers me though, I didn't notice it on your high poly until I saw the marmo shot. It looks like the parts near the square holes are accidentily flat. From the marmo shot, I first thought it was an edge normal problem
Looking real good neox! Got a few minor crits though, the hands looks very flat, they could do with some beefing up on the back of the hand. Also, the top of the gaiters look a bit too open, not like they are tied tightly around the bottoms of the trousers. Oh, and awesome render pior!
Aside from your specular, your normalmap doesn't look right at all. Mind showing us the lowpoly with just the normalmap (and one spotlight at a fairly sharp angle to the mesh, ideally) and the highpoly? it doesn't look right on the mesh, but it also doesn't look right in the texture. That's awfully bright for a flat…
It still looks quite flat, and I think its because you're not thinking about lighting areas as if they are 3d objects- your just making the edges dark and the centres light. Try painting in blocks of solid colour with a large brush first. Sorry, I cant give good 2d crits! :0
Hawt Koffee: I'm actually using a differnet painting program called SAI http://sai.detstwo.com/sai/ It's a fantastic program, only a few MBs, and it is extremely fast and compact for what it does. I'm using the fine flat brush, in combination with the water brush (for smoothing). I try to preserve some of the hard edges.
Personally I'd like some shading on the bandana, feels really flat compared to the skull, and it strikes me as odd cause there's shading everywhere else. I still like the design though, congratulations. Also, those are some nice close-ups, are those mockups or did you actually get the design test printed?
yeah I do agree on that. They look "ok" in the concept, but they give me the impression they are a bit forced, I`ll dare to say that even a flat surface well textured might look better. You can think of small compartiment doors or something like that might look good. If not modeling, follows well the concept. Keep on!
laTarm, that looks really cool. I like it! The cardboard steps look especially nice. Is that in a game engine? Only crit I have is the window glass looks a bit flat. Could use something, maybe change the colour a bit? I can't put my finger on it. Beginnings of a new environment, started today, UDK:
@Raider, what immediately struck me is how huge you've made the stock, if you look here it's actually a lot thinner, especially at the larger section further away from the reciever, and at the top it goes to a very thin point not a flat surface there's a whole gallery of references too, you can see for yourself :)…