Nice work. But your textures are very strange. There is much too much ambient in you diffuse, there are allready black shadows in it! You allready defined the lightsource with that and a the dynamic lightning and the normal makes not much sense anymore! Same with the specular, There is almost only black and white. Dont…
In-engine screenshots are way dark, it's hard to really see your work in those images. The normals and diffuse are a little harsh for this to be an organic slimy object. The diffuse map especially looks like paper rather than some sort of flesh, try softening the shading your diffuse and have it shift hues more instead of…
can't resist commenting on a facehugger. i agree with vertexguy's comments about color variation. the diffuse could use more surface complexity in that regard, and also could use a better feeling of density. i think you would be better off using a gloss map to tighten your spec map instead of trying to fake hilites.
its almost there but the colour variation seems a bit arbitrary. Why not stick to the kind of organic fleshy colours , like light pinkish white, desaturated red and blueish areas for veins/things under the flesh. you could also define muscle or bone shapes under the skin of the model in the diffuse map even more. I can…
Very nice! I say go for 1500 and then get to work on that diffuse. The take a look at the finger tips for optimization, the bottom of the other joints only need one square at the base, and the first joints coming off the body. Lastly maybe some from the under side. Remember 1500 is not a hard number if you start killing…
@ Thegodzero - I've been thinking about where I can clean some stuff up, Tonight will be the last round of polycutting, Lets see if I can hit that 1500 (IDK but we'll see!) @ Richard Kain - The fingers actually got worse when I did the last optimization, I'll figure that out tonight. As for the texture, It definitely needs…