Correctly if im wrong, but isnt 512s the standard for most current gen (360/ps3) pieces. I was thinking 1024 would be a bit high. I pushed the color and contrast and added some 1px artsing
Looks awesome, and that's what matters. 512 looks great, especially with so many thin parts that don't need as much space in the unwrap. Don't listen to the 1024 and 2048 wasters! Also, digging the color scheme. Though I think the darks go a bit too black in several areas.
That's awesome, I really like that you did it all with a 512 too, looks way better than some models I've seen using 8x the texture space. Personally I'm not too sure about the yellow, have you tried hue shifting it to a different colour and see how it looks? Just personal taste though I guess.
wow, awesome bug! i like the colorscheme, and i definitely agree with the new head. cool. the texture on the lower legs looks a little bit repetitive and out of place when compared to all the well-executed patterns all over the rest of the model. yeah, nice job with the 512. must be a great exercise to really push that and…
one more update before i go to sleep. here's an early normal map application. mental ray is acting childish when i try to render out a proper ao so im using an old school omni array for the same gi effect. thats a 512 on there btw. ThatDon: thanks for the arousing words about my low poly, im sure it'll appreciate the…