Elon, I used a sketch of a face I rotoscoped into the picture, and projected it onto a grid. I didnt show the grid of the sketch so more of the model could be shown.
Example pic:
http://img443.imageshack.us/img443/2315/whatididgj6.jpgThe front and side view are in proportion and projected on the grid.
The face doesnt really look flat. The left side I need to extract and delete the polygons. It was an old side I left so I could get a idea of the full face. The head will take shape as I connect everything together. As I said, its not finished. THe face will take proper shape when its finished.
And BTW, I draw, very well actually
But anyway, thanks for the helpful hints
About the shiny materials:
I probably should of mentioned I took the pics in locations of the materials in the map where the shiny elements were the highest. The material doesnt look like that all over. Only when its hit in the right spots.
Anyway, I know some views look kind of plastic, but it also does well resembling wet rock, and adds to the normal map creating the illusion of depth between brick and rock.
I just cant stand plain old "LightmappedGeneric" only materials with nothing in the vmt file but a $surfaceprop "blabla" in it
Still I have taken all your advice, Ive toned down the pebbles, and masked the reflection a bit more in lesser areas.
Thanks for all the helpful comments
And BTW, if anyone has any good suggestions for my map, please comment. Im kind of in a "mappers block" right now. Im having trouble thinking of what to add.
Oh and RotatorSplint Ive been working on a tutorial for TWHL on normal mapping reflections on normal maps, reflections, and masking reflections normally and with a normal map. Its only like 1/4 done. I keep putting it off for modeling or mapping. Whatever strikes my fancy