Lookin' good. Reminds me of that one Multiplayer level in CoD2. The lighting looks like it's a scene that is inside and just has a blue light on it. Tone up the lighting a bit, do what Mino said... Also, the spec looks a little too high on those ruins on the right side of the screen.
Awesome! Great translation from the 2D to 3D. The green arms look a little first pass to me. Maybe its because they lack the spec you had going in the concept. I love it! Would love to have one of those on my desk at work, or sitting on my monitor. -caseyjones
yeah I like it. The spec needs abit of work as HAL has pointed out. but im liking it. I might be off with this, comment, no doubt a character artist will put me right but my first and instant impression is that the legs are too short and the torso is too long. Keep it up! John
Holy piles of shit flying through the air!! This turned out freakin sweet. The bake came out amazing and the texture work is spot on. Nice edge wear on it, good spec, the materials are all reading right. I love it, hope to see some more work like this from you.
Thanks for all the support and feedback. I've made a lot of changes based on what's been said. Additions include many more construction shots of the Ut3 level, many more images of Warhammer art, and a couple low spec pieces for fun/variety. http://chrisholden.net/ More to come as needed.
Nice stuff. That'll look sweet with color, spec maps, etc. Other than that, I'm still thinking the bridge of the nose might need to be a bit wider. Something about the relation of the size of the bridge to the tip seems different in the photo. Maybe model's tip should be smaller, or bridge wider?
Those colors are very saturated. I think you should desaturate the colors a bit so it looks more aged rather than freshly-painted. That "freshly-painted" look could also have to do with your spec map. In that case, you might want to turn down the specularity.
i think whats making the body look so monotone are the beautiful colors of the head. its so nice and lavish, and the body stands out plainer. a "reverse" gradient towards the rear and tail might do the trick, maybe fade it towards deeper red/black with some fancy spec.
hey Asmuel, i think its one of the better characters to come from the sumea comp, but the spec map is pretty bad, all the materials look the same. the chest plate looks like its supposed to be made out of metal, judging by the diffuse map, but the specular just glosses over it.
If you were working on ps2 spec, that sort of hardware generally handles more, smaller textures better. But modern hardware, you want to pack in as much into 1 texture as posible. I generally texture modular sets for entire buildings with 1 single set of 2048s to reduce draw calls.