Don't tug my head off, Kratos! Waaaaitaminute... Nice work! I like his attitude, but the nose is sort of a strangely undefined lump, and his lips suffer from a bit of the same lumpiness and colour bleed. He definitely looks like a badass though!
If you use a diffusely convolved cube map, you can get pretty nice results, and it's pretty cheap performance-wise. For the best results, you should blend between different cubes as the player moves between differently-lit areas. http://wiki.polycount.net/Diffusely_Convolved_Cube_Map
The visuals hurt my eyes. Literally. There's so much color, and lack of variation in saturation and value, that the art blends into this mess of an acid trip. Might want to tone down the background art, since right now it's relatively easy to lose sight of enemies and your player.
if you still cant fix it try going to the photoshop exe properties and change it to windows 95 compatibility. Unfortunately if that does fix it I dont think you can use up and down arrows anymore to change layer blending mode when its selected.
Added a couple more images - Carol from where the wild things are (just the publicity shot thats already released) - I did his texturing and shaders for his eyes and face- these are blended under the puppet. Also quick body I whipped up for Strogganoff.
OK, so I decided to redo my textures so that they look more like the reference image. I created a base and used a little bit of photo textures. Hopefully this is a lot better then my previous one which was 2 photo textures blended together.
well, that's got to be the ugliest method suggested so far, for one thing the texture will give away the fact that you're cutting the objects into each other. Plus you'd have to have a pretty high resolution mesh for the faces to overlap gracefully. Blend shapes or a rig, definitely.
Very nice I'd recommend blending the path with the grass to make it seem more natural, make a transition texture or use a Mix map. Stuff like flowers, plants and long grass especially round the base of the trees would make this look really natural and awesome.
I agree, the current texturing isn't doing much for the awesome detail in the normal map; I prefer the untextured version right now.. Could probably use some more contrast between the different parts of the suit; right now it all kind of blends together.
You do both, as and when you need to. A texture sheet is good for keeping content together, single textures are great for teams sharing the same textures (saving disk space, memory and streaming). You can also avoid mip bleeding by claming your UVs.