wow asthane, its really strange and creepy that you know that. hehe the paintjob on this came out nice, i really like the pseudo-reflections and how the skull blends in with the metal.
the psychonaut demo was just a breath of fresh air, it is indeed something of a throwback in the best way possible. God bless Tim... it's also one of the first games in a while that is genuinely funny.
I just discovered after hours of frustration that you have to turn off edge padding for floating geo in max or you get weird edge bleeding in your bakes
I think you should split the effect out from the weapons texture --> so you can scroll it and set it to additive blend so it won't need an alpha channel.
This one is lighter, changed the lights to movable, the grass defiantly blends in a lot better. I defiantly want to keep it sharp in the ends to match my references.
XnView is pretty decent at reading PSDs. You can even cycle through the layers, though layer transparency and blending modes are not very well previewed.
impressive foliage work! I guess its mostly alpha cards but the shading on it looks quite believable and the blending between pieces is really hard to see.
any reason you're not using tiling rock textures/blending on the cliffs to get more resolution/detail? or is that sculpt going to be optimized and used as a low poly?