yeah i tried changing the diffuse mips to sharpen 8 and i tried whit no mips at all the sharpen 8 didnt change anything and no mips made it all really fuzzy... i think it might be my Lod viewdistance or something related but i am really confuse on setting lods setting because i dont need lods.... maybe if you guys know…
Oh man. sweet turnout. glad you enjoyed the tut. regarding your texture i would say lower your cavity map a bit. you've got a lot of white streaks goin on with some blurry rock/dirt-ish details underneath. id say revisit your base, work it up nice as a diffuse (without AO or anything like that) and then start adding in…
nice! :thumbup: A few things: It looks like clay to me at this stage. Everything is so soft. Sharpen up the normal map maybe and it could possibly fix that. Add some noisiness to the spec map maybe to break it up some. I'd say go back and use a harder brush on the diffuse map. I can clearly see your brush strokes on the…
Awesome Vig, thanks for the help. They are just simple diffuse maps, so I don't think the problem is there. It might in fact be that the scene is too small, but I don't think so because I can zoom in at least one more level before the units are maxed. I can't re-scale the scene as I built it to fit the characters that will…
It's looking good. In the first pic the first model is more close to the original but personally I like your design over that one, mainly because yours has a more aggressive stance, looks more menacing. In the second pic i thought that the ao was really dark but from the third one i realized that it is not so. I like the…
Vertex color is one inexpensive way to add grime/variation, you basically just darken the diffuse texture by making certain vertices a darker color (white color = no change). Vertex blending is similar, except instead of a colors you're blending in another texture, like a tiled grime map.…
Poops idea is a winner. BP3D is a great tool. If you're going the rotating chair route, I'd recommend trying to eliminate shadows as much as possible. Try lighting with large diffuse light boxes at as many angles as possible, instead of single spots or just a window. Might help to do a dry run on a coworker first, get the…
Finishing up the face texture. This would have been a LOT easier on something with a bit more geo but it's been a lot of fun so I'll probably do something similar after this with a slightly higher detail head. Crits welcome... as I said it's my first and fresh eyes will likely be able to give some pointers. Torso is quite…
Not too shabby, definitely up to par with most of the stuff I've seen on TurboSquid. My main crits would be the highlights on the wood and magazine. Right now the wood butt, forearm, and handle all look a bit bland; I think they could use some wide, diffuse highlights to give the wood a bit of a polished look (but not too…
I like the first image best, very consistent look and feel. I think my immediate comment is that his poncho is incredibly flat looking, I'd definitely try to get some wrinkles going in the normal map and diffuse. Also, would have been cool for you to play with the idea of him having four arms, by giving him four holsters.…