To be honest it looks like it's all made of some sort of clay that's starting to melt. Consider the materials and be selective with this kind of damage. There's no reason for the notebook to be so wavy, por example.
Well, it's not really that high poly. It's jut a result of the subsurf modifier I'm using. It helps me better see if, for example, any part has too much of a "molded" look
Hah, yeah, me too. Also, if anyone knows of a good tutorial or just an overall example of good body topology for low poly characters like this, please share.
EricV> That AK is starting too look really sweet. Are you using some form of AO? Pre-baked? For example the shadows at the strap fastening on the stock, has a nice soft appearance.
I think it looks pretty good on the mesh achmed. You could do with giving the vest some more UV space, though, as it way more detailed than the trousers, for example.
Use your ftp or some image hosting site : http://imageshack.us/ This one for example And in your post you just have to put the url that way : [ img]URL_OF_YOUR_IMAGE[ /img] (delete the spaces before img and /img)
I think you should make some adjustments to your topology, I'm not an expert when it comes to this, but this looks like you'd have trouble animating, it doesn't have enough polygons on the knees and elbows to support a bend, for example.
Yeah, man, get them into multiple layers and use different blending modes. Should be pretty intuitive for a couple of passes (AO pass goes above diffuse pass in multiply, for example) but there's also some trial and error, experimentation can get you awesome results.