yetipenguin: Thanks!
Guilherme Amorim: Glad you like it
almost cool: I like trying to keep some aspect of continuity in the creatures, though they don't all have those targets. I'm probably going to have to go back and make some small detail changes to the textures to make 'em match even more, maybe by giving all of them targets. Thanks
Mactetra: Yes, I use the DeepUV uvmapping software though this can be done using any of the dozens of available programs out there. UVmapper, UVMapper Classic, LithUnwrap, Ultimate Unwrap 3D, built-in uvmappers in 3d programs, etc.
RnDr FOX: I make my textures from scratch mixed in with pieces of stock photos I find on the internet. Typically google search.
Dosser: Thanks
The texturing wasn't really done much differently than the standard game art texturing methods you can find in tutorials all over the 'net. I don't know if I'll be able to do any guides or anything because the texturing itself takes up enough time as it is. I might try sometime later I guess though.
Snay-LWIP Render 1 (862 Triangles)To-Do: Gritty Texture, Rigging, Animation
This snail was done with the excuse that it's a concept for the Official CG-Nation Project, except I'm having this guy be a part of the creature pack. The project I'm referring to is located here:
http://cg-nation.com/community/index.php?topic=347.0 It's about a snail race gone bad
I went a little high on the triangles because he'll be a bit large on the screen in-game. Textures are a bit rushed yet again but I think I got the overall look down.
Thanks for the C&C!