I agree. I’m still in the process of tweaking them. I’ve originally used a ‘game modelling approach’ in that every texture is a flat clay with diffuse, spec and normal maps on top.
I found adjusting highlights on different bits a real pain, so I broke it down to have separate textures on different bits (gloves and trousers for example) but with the same uv maps so its easier to adjust bump maps per material. That way I don’t have to keep running back to PS to raise highlights.
I’ve still got a LLOOOONG way to go as you can see, but I hope to get there.
The big problem I’m having is getting the coat to look natural. I could bake a cloth sim, but I imagine it will take more time to set it up, pin all the stuff on the rest of the coat etc. etc. etc…
But that is my main stumbling block at the moment. Perversely, if it wasn’t rigged it would be much easier as I could just pull the verts around. As its all rigged, it has to be weight painted, bones set up and all that malarkey. I might wind up applying the armature and just pushing the verts into the right positions. That will shag it for animation though.
Anyone have any ideas on that?
I’ve worked on the textures (still a long way to go though) and got the pose pretty much where it needs. The lady has suggested a building roof underneath him.
Oh, and no raytracing was used.