The main thing here is that you're not created highres assets to render out your normals, you just have pretty lame bumpmaps for everything. The form/normals isnt nearly strong enough to sell the work with only color work in the diffuse. If you're going to use normals/diffuse/spec you have to realize that the normals…
why then do you even show people your textures,- its the rendering or final inEngine shot that counts. People today really like to add dirtMaps (cavity, AO,...) and to some extend one could say depending on your mix and blend modes that it´s also about tuning a little bit of light (aside from the shadows and dirt) into…
Well, in presenting your work for others to see, I was under the impression that it was customary to show others (especially potential employers) how you made/managed your textures. These are not examples of my current work, as I have learned more about texture creation and UV space management. However, these are some of…