-the brown rust/dust is less reflective and its highlights are less saturated now
-i added an additional dirt/stain pass on specular that's not present of diffuse, now edge highlights aren't as bold contineous anymore
-normal map lines on marble have been toned down in few places
-added few design details
-specularity toned down
(unfortunately the above pic got blurry when uploaded, but maybe that's only in my browser)
Originally Posted by stoofoo
That said, cut the concepts. They are not as strong as your material work.
i'll cut some but I don't think i have balls to cut -all- concepts out at the moment. also, concepts might be useless when applying to big studios but they probably can help with small ones, which usually are looking for people who can do a little bit of every job when necessary. they also seem to have lower quality standards.
i dunno if those should be my aim, but if my skills aren't enough for the big ones then i guess I should have a portfolio that will be appealing to those as well.
in any case, on my last job interview they seemed to appreciate the fact that i also had some concept experience. (not that i got the job...)
Originally Posted by xK1NGxOFxSKAx
i would say stay away from putting any noise or extra detail of that sort in your normal maps.
You mean the latest texture, or my general style?
i know that some of old textures have very rough normal maps, now i'm trying to keep them as clean as possible.
the latest texture is rather clean, i just added some cracks and soft cavities in the marble-like surface. it's still tweakable.
Originally Posted by igi
Your texture works have a kind of oldschool feeling that I couldn't described well.
Hm, i think i am a bit oldschool in certain aspects. i'd rather paint everything by hand, without having to struggle with different maps, vector shapes, settings and whatnot. textures from oldschool games surely have been inspiring me, for example Q3A or UT2004.
Also, i think shader may be ampfilying the oldschool feel.
lots of my renders use max 'standard fx' shader which is pretty crappy.
i can only use xoliul on someone elses computer, since my ancient graphics card doesn't support it. this means that i can't accurately preview textures (sob).
they definitely look different with xoliul and i suppose they would look more "modern" in marmoset.
@samcole, dirtyharry - glad you like it.