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Yeaaah that's it man! Lot of character to him, and the design is perfect for such a low poly count.
As for pushing yourself further, I'm not sure it needs it to be honest, but I suppose you could get a bit of bump going on in the textures, say where its rusty (I'm assuming that's rust on the legs?) you could have a bit of roughness going on in the normal map. You could just add that over the top with Crazybump or something, or sculpt it in in ZBrush. One thing I use a lot for normal map details is taking a modified version of my diffuse or spec map, and mask the model by the intensity of the map, then inflate those details in or out to get some surface texture.
Also, your normal map is confusing to read, it looks like you've baked out the normals by their world direction rather than local? If that's the case, it'll work fine anyway for this competition, just you wouldn't want it in a game.
anyway, like I said, cracking job
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