No prob Rooster, I'll expand a bit more on that later... yet it's very straightforward, mostly colorpicking spheres. Calling it done for the normal and bump. I stole per's presentation but centered like a noob, haha. Oops forgot I still have a diffuse to do
that's pretty damn hot pior, i'm going to have to try that method out even tho the thought of it makes me cringe You diffuse looks really cool but It definatly looks like it could use some more dettail to make the eyes and such stand out.
Insane? Crazy? Yup! Tin, here is a quick realtime turnaround. Sorry for the crap host, but hey its free And I'm done with the diffuse and spec job. That's one dirty demon with smooth horns. We should make a group picture now that so many skins are ready!
Oh cool, i expected there to be some nasty artifacts from the low poly's smoothing but it dosent look too bad with diffuse on, hardly noticable it would seem. Did you somehow paint something to compensate for that? If you did you're fucking nuts beyond nuts buddy. FIX THE SEAMS FRENCHIE!
Gah, heh ... he doesn't have a specular map on it. Often the "plastic" or "shrinkwrapped" look you're talking about, comes from misuse of specular mapping, or from a low quality lighting model in the game engine. It has very little to do with the normal-maps themselves. Take a look at Battlefield 2 or Half-Life 2 for how…