The bake came out really well on this and the spec finishes off the edges around the gun nicely. I like the bit of tape you have on the back of the gun, it gives it a lot more character and tells a story to it a bit more. I can't quite tell what type of material the clip is supposed to be though. Is that wood or a painted…
I decided to finish another piece I was doing before I continue with the sword, just the basic gun that seems to be standard in every portfolio. Here is my high poly model, I'm currently UV mapping the low poly that ended up at around 1950 triangles i think. 1024x1024 color, spec and normal.
I think you have a good site there, You probably just want a full body character done with todays technology (normal map, Spec, etc..). The heads are pretty nice too. My favorite is your Nathalie Portman sketch. :) I'm just a student so take what I say with a grain of salt.
i dont think the noisy background you've chosen does any favours for the final textured model gun looks cool and I really like the design, although I reckon you could have made it a bit clearer what the different materials are, maybe the metals need a bit more spec or reflection in places
the model format thing is really up to the coders, and not your job. unfortunately many standard formats would be wasting too much memory for your needs. ms3d (milkshape 3d) and "blitz3d" both are binary and should contain all you need, specs are open, as well... but well you might as well write own format...
Looks like low res stone texture tiled over the whole thing. If you're going to go low spec you need to work much more implied shape into the texturing, right now everything is very flat. Also, the detail that is in the texture seems misplaced and noisy, I think it's hurting more than helping.
25 mil? what I can barely get 300k to import/run properly on similar specs, no idea how it would handle 10 mil let a lone 25 (though I saw some of those epic renders, no idea how they got that in max running well)... maybe something is wrong with my software...hehe
You need more spec in your objects. Everything right now just feels flat. What is the lighting setup? I'm guessing you just have 1 dominant directional light right now. It looks like you might have a height fog in there, but it really isn't helping add anything to your scene.
Good luck man, I hope that you see this one to the finish. The cavern idea is interesting. With the floor submerged in water, you could also go above and beyond and do some animated water reflection on the ceiling with an animated spec map. This could help your map stand out for portfolio. Think like this but less intense:
Thanks man! Yeah im going to really spec the armor up alot. Since it's made of brass/copper, i'm going to really push and pull those highlights and lowlights. I am actually looking at other animal references to find some good patterns to put on his arms, side of his legs and back.