I still think the eyes on this model - or the place that people choose to paint them - is too high up and too far apart. Otherwise I really like what you've done. You should take it thru a current-gen workflow and rock a highpoly for it. EDIT:Did this quickly during lunch...
Perhaps you could add a blue rim light to the logo to go with the whole desaturated next gen flavour we've got going on the forum now. It might not go terribly well with the current shade of green you've got for the logo but its something to consider. That or an excessive amount of bloom lighting.
Just go for a bright color on the diffuse and make a nice specular map and use high glossiness values on your shader. That is, assuming you're going "next-gen", with specular and normal maps and such. If you're aiming for old school diffuse only I don't know what to recommend, really. ;T
I guess he wants his colors to look more next-gen by default! You're right about it not being your monitor or color profile though, it's totally out of whack for us to, meaning this is how the video is outputting and not just how you're seeing it. Freakin weird though for sure.
bummer I don't know how much this will help but you should mention that you have experience with creating assets for the Unreal engine. Lots of studios are converting to Unreal 3 (for 'next gen' games) after Renderware got bought and they're looking for people with Unreal engine experience. PS...
Shading/smoothing groups first, then base those shading/smoothing splits onto your uv splits (which you can then split further if needed). I find that if you do UVs first, and run a script to gen smoothing groups from UV's, you'll come out with not optimal/desired shading.
The guys over at Next-Gen Hard Surface (NGHS) were kind enough to interview one of our artists, Tad, about his work with Emotional Robots. You can check out the article by visiting the link from their front page or simply clicking here. Thanks NGHS for the support!
Okay well it's decided then, the current gen of ps3 slims seem to have extremely noisy disc drives by today's standards. I much prefer the constant hum noise coming out of my 360 than the random electronic printer noises that come out of the ps3 when it seeks on the disc.
That's it. Apply a texture to it so you can see it tiling. You should also research texel density - figuring out how many pixels per meter you want to use. I don't know much about current gen specs, I'm guessing 1024 per meter?
If you are looking to create a typical current gen type of water, you can usually get away with just one normal map for waves and do the rest of the work with the shader. Having the same wave texture tiling over itself at different sizes and directions makes for a convincing water look.