Do black for RGB and smoothness is packed into the alpha. The metallic map defines what parts of your model are metallic, if it's all black it will treat it all as dialectric. The smoothness map is afaik rougness mapped in the other direction, and is shoved in the spare channel for performance reasons but it is its own map.
Some guy wrote this tool in maya on need for speed 2010 right before I quit ea so it can definately be done. It was the same as max you hit import and it popped up a list of all objects in the scene then you selected what you wanted to be imported.
Very true it could be optimised, though was trying to leave it open as nearly all these parts will be normal mapped and have individual features, I know it may be expensive! Definately feel ya though, as progression is made from object to object those maps keep on getting tighter!
First thing I'd recommend is using more refs. The anatomy seems off. Second thing is lay off the dodge and burn. Third would be not to let polygon edges define material edges, often you should paint a transition onto the texture (best example is the hairline).
I love 'em. I like how you have very saturated colors without going overboard, and the texture complexity is pleasurable to view. I think the 'skullcap' could have darker tones defining the outside edge of the skull shape. But other than that, these are nice! /jzero
possible soloution would maxscript,- if I understand it correctly though you need equal faces though otherwise you cant stack them. uvLayout has a option to stack uv-islands of the same type - but you have to define a distribution corner for each island though.
Heard on AICN that this movie just plain ruled, and was hilarious. Great new trailer. You can definately see the improvised nature now. Man, its got take a huge pair of Steel balls with a warp core powering maximum shields on those babies to make this movie.
Looks pretty nice mate. You could probably define some of the forms a bit more on the arms, you have some there but it wouldn't hurt to work that a bit more. perhaps add a bit more detail to the boots and some other areas. Looking forward to seeing more!
no comments? okay, i don't think you guys realise what you're missing here.. here is the codec http://www.free-codecs.com/download/x264_Video_Codec.htm worked for me in mplayclassic. if you're a fpser at all, you'll definately hate your fucking life for not watching this badass video.
This looks pretty rad. The only thing I see is that with the amount of geometry you have I think you could definately give him a bit more form. Right now the mesh is looking a little on the smoothish side to me. Good work so far man.