jmiles the emitters *blue dots in the air* are too many and four of them are too large.. I was going to say "NAILED IT, YET AGAIN!!" but I think its too obvious. Decreasing the amount of "blue dosts" would make it a bit more realistic scene. :)
It may be a bit late but I'm wondering, why did you make the edges on your highpoly so sharp? Softer edges might be less realistic but makes for a better look ingame. See also: http://wiki.polycount.com/w/images/8/85/Normal_edge_thickness.jpg
Yeah I think you are right. You should either choose to hand paint the book or choose a more detailed realistic look. Do you have the texture sheet to look at? And maybe of the model flat shaded with wireframe? Just to see how it is modelled.
Looks cool:) But i think the pelvis area can be more wide. And on the back it has too much ribs. Now It's looks like he was a really thin man in his life :) But of course its depend on witch style you following. Realistic, or Cartoonish ?
Even in live action films there will be staff who go around spraying dust on surfaces to reduce glare or wetting surfaces to make them shinier. It's not realistic but it makes the scene look better. eg: https://parade.com/101364/marilynvossavant/wet-streets-in-movies-20/
Great initiative. Would love to try it out whenever you feel it's ready. One thing I'd love to see is pretty strong clumping parameters. For any character with wet/oily/dirty hair, or basically any animals, having realistic clumping is important.
Texturing process examples through to final result, nearly everything bar the bakes, text and logos are handpainted. Intended goal of a muted realistic-yet-retrofuturistic finish met. Will upload in the next few days, unless a reader strongly feels a fix or edit is necessary.
Saw this a long time ago, that's some pretty intense training, not super realistic i guess, but interesting formations nonetheless, especially when they like cut off a group of people. little unsettling though. [ame] http://www.youtube.com/watch?v=sbFSVh1mmiw[/ame]
I love the concept and the way you made it,everything seems mechanically fine and could realistically work. I have one thing i cant get out of my head though. How would a person be able to carry such a big equipment? xD
Update: It's been a while, but I have rendered a cavity map with the tips given to me by Firebert. I also found a nifty method for generating realistic wood grain. Here's the result: Next up is to add the bands and give this thing some wear and grime!