Hey, great work Maldo! Are you making this re-texture mod for practice and portfolio work?
I wonder how you get higher resolution versions of pretty much the exact same textures Crytek used in some of those picures?
I guess Crytek's art team likes to visit CGTextures.com just as much as any other studio.
Man, I love that site.
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I hear your always looking for some honest critique, and I see a few places you could improve.
It seems that you sometimes leave the specular or lighting/shadow from your photosource in the diffuse for some of your retextures.
like this one for example:
It's higher res, but that's not all there is to texturing, as you know from your material adjustments.
I am curious as to how you go about remaking some of the normal maps, especially for some of your man-hole covers and tiling stone textures.
A few of them can look kinda blobby like the photosource was just put through CrazyBump/nDo/etc with very few adjustments.
Have you tried using zbrush/mudbox and sculpting over a height map (generated out of Crazybump/nDo/etc as a starting point)?
You can really give your normals a lot more depth and fix some issues that come with photo-generated normals.
Some of your tiling textures are very noticeably repeating.
Some detail normals textures are unnecessarily uniformly too strong and could be toned down a bit and varied.
The plaster detail textures all over the warehouse map (probably a lot of others as well, that's the only one I got to play) for example make a lot of the indoor sections look bad.
You can avoid this by minimizing the contrast in your brightness channel in HSB mode.
The human eye is far more sensitive to changes in brightness/intensity of light than it is to Hue and saturation.
Color can be a more interesting area to put detail, and let your normals and lighting do the rest of the work.
Also, I am in the process of downloading the mod right now and I haven't seen any of this on your blog, so I don't know, do you ever work with Gloss/SpecularExponent maps?
EDIT: I just played it, I notice a lot of specular maps are missing.
The oil stains that are placed on asphalt for example look like they are now only in diffuse which looks really wonky.
Again, your doing awesome work Maldo, these are just some things I noticed as I was looking over your work.