hahaha, adorable. I dislike the use of the spec though, it doesn't seem to be conveying much information that's not already in the diffuse. Would like to see the diffuse a bit darker, the spec a lot brighter, and more going on in there.
Here is the water demon in Maya's high quality display with normal, diffuse, spec, incandescence. The diffuse, spec, and incandescence maps still can be changed. Here is the newest pictures. Critiques are welcome, it is still a WIP:
I love the style, I also, think and this might have been mentioned but it's missing a specular map, you don't have any normals without specs. The specs help to make the normals pop!
so I don't need to do the inside of the bottle? And should I start with a base texture? I've never really made a material besides your normal 'diffuse, spec, spec power, normal.'
I'd work on some spec for the terrain. Some spec will help pop the normals as well. Also, the transition between the concrete ramp and ground is a bit harsh. Maybe some alpha weed / grass cards?
More stuffs.... Spec Ops character I did several weeks ago... I call this one "Dirty Spec-Ops".... because he came out gritty and dirty... going nuts with smart materials in 3DCoat....
I agree with duoxan. You should also put the dirt in your spec map. The whole body is flat gray in the spec map, it will really help sell the dirt if it masks out some of the specularity of the metal.
Your diffuse and material definitions are really letting it down right now. The sculpt is spot on, really is. But that diffuse... That spec... They almost look like flat colours? Also, are you using a gloss map? Colour spec?
Update: I still need to work on the blade section, its a bit rough, but I think I am close to done with this one. Help me out with some CRIT! No Spec Quick Spec CRIT!!!
If you want a good place to put a spec together. http://www.overclockers.co.uk/ They have a good forum where you can get lots of advice as well, they'll probably even put a spec together for you.