wow....amazing character. if i have to make a crit i would say the finger to glove transition looks a bit odd. The white ring there makes it look like a lighting error. Otherwise it's fantastic though.
Almost finished... Only missing the "Hands" of his secondary Arms. Working with the modular parts was quite a breeze for creating both arms. There's quite some error fixing to be done once I'm finished with the Hands. *sigh*
I could be wrong, I haven't really messed with this in a while, but any attempts by windows or other services to re-activate it should kick you an error message if this is set to disabled: or are there other problems I'm not aware of?
you have shading errors in your normal map. technical forum has alot of info on this your diffuse is too dark and muddy and your specular has too high an exponent and looks like plastic
It could also be the UV's. Have you tried remapping a part? Maybe just the the top bit as a test? You could have had an error at some point and the UV's appear fine, but could be a bit broken.
Just in time for Killzone 3, i have baked the low-poly: There is a ton of errors i need to fix, also not included is the wires and flimsy cage shield. rendered in the 3point shader which is awesome :P
Finished in Zbrush. I was trying to bake out the normals this morning but I'm running into a really weird error with the cage. So I guess that'll have to wait till tonight. In the mean time, progress shots....
Saw the error of my ways and switched to perspective. I know it's probably not looking like much, but I tried to spend a while getting better form. Will need to start doing the first detail pass tomorrow.
Uvs are set and mostly all bake errors have been fixed, finally time for some texturing! Both terrified and excited about the texturing process, hopefully it doesn't make the character look like poop
i am also updated with max 2012 sp2. also i should note that the shader does work on the model i'm applying it to, but i have to continuously click these error messages which is extremely annoying.