Looking good so far!
I wouldn't quite call the textures finished just yet, though. They could benefit from some detail, like spots of rust, dirt on the underside of the base and the rims of the wheels, maybe some decoration or inlay or inscription on the bronze casting, or a sort of fading-into-dark-interior for the inside of the cannon itself.
More detail is always better. A good example is Morikhan's desk that he made for the August cleric-room challenge. Though the model was pretty solid, that desk would have been unimpressive if he had just used uniform wood and metal textures and skipped any and all detail, like the lovely carved inlay.
I think there's definitely more room for texture detailing on this cannon to take it from "Good" to "Exemplary," and you don't need to do any fancy UVMapping to accomplish it either, you can just manually paint details in photoshop onto the existing textures.
It's the difference between, for example, the default Bioware creatures and CODI's stuff - CODI really went all-out when they skinned their models. Even moreso than the models themselves, I'd say the textures really made them stand out.
And don't worry about the poly-count. That's still very, very low for a placeable. Especially one as big as a cannon.
Modifié par Eradrain, 19 septembre 2010 - 10:16 .