The thing that gets me the most is there is no main areas of interest and that all the rocks are just kind of muddy. It would be nice to see certain areas that are jagged and stand out, and other things to not only help with interest but also silhouette. I agree with A.K in adding more variation to the diffuse as well.
Is the diffuse still wip? It seems like these are just solid colors over the normal map. It's a nice style, and one I like, but it doesn't fit into the warcraft art style very well. Warcraft art is basically 1 really nice hand painted bevel, repeated 9,000,000 times.
I agree too much black, and the texturing is kind of messy. It's hard to read any of the details that are laying on the mesh. Is this thing using normal maps? is it just a diffuse map? It's really hard to decipher what's going on with the texture because it looks like a lot of the stuff is outlined and a bit mushy.
@Grubber Hi Grubber I decided against using the Auto UV's cause they are really messed up. It will be difficult in case I want to do some adjustments in photoshop, and sometimes they do introduce some seams in the diffuse map. Also, I want to make this a game asset, so Uvs will matter in that case.
Yep cheers for the crit Disting - I will definately add some wear and tear. But it will be very space clean :) Finished texturing the MainBoard - 1024 Diffuse / Normal. Will tweak Spec and create an Emissive map when InEngine. Any crits on the color scheme i have chosen, leave a comment! Update 2moro.
It is, sorry :) What strikes me the most is your color choice and how subtle and delicate everything is. Could you show a fullbright shot with just the diffuse and one with just the specular? That itself would help a lot! Right now I don't know what's painted, what's reflected and what's shaded.
Better now. For the content, I would suggest you to bake an ambient occlusion map and then just overlay it on your diffuse map (using the "Multiply" blending mode on Photoshop). This will give a little bit more depth and contrast to your mesh because the textures looks really flat. This will give more interest.
Did some more work today. Not as much as I wanted, but my wacom seems to be on the fritz, and painting in small details etc with a mouse is painful. Probably finish up the diffuse tomorrow if the wacom will cooperate and then finish off small detail normals and spec. Kinda ready to move on to something else. :P
Yeah, the base is grabbing my eye too much. Thats said the Rock/Metal is very nicely defined in the geometry. I'd do more in the diffuse/spec to define the shackles/belts as a diffent material. There should be a pidgeon doing a poop on his shoulder :) Reminds me of shale from dragon age
you can also copy and paste Vertex colour information to Vertex Alpha using the Tools>ChannelInfo rollout. Copy VC to :Alpha or First extract VC to a texture using R2T and a vertex colour material. Then using Vertex paint modifer, as the baked texture as your diffuse, bake this to the desired channel.