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Posted

Thanks :)

Ah... yes, the results are quite alike. However, the methods differ alot. For instance, Debevec makes use of equipment worth great sums of money and big studios, my method makes use of a cheap digital camera and nothing more. Also, I'm quite excited about the new addition. It is a program that reads any displacement/height/bump/whatever-you-want-to-call-it map and calculates a well structured model of it.

This can of course be applied to more than photographically generated displacement maps. With this tool you can for example simply paint structures that are complex to model and then convert the texture information to a model with a highly tailor-made structure.

Posted

ehh its for a short wall and isnt going to be tiled too much, maybe twice, three times at most..

Doesn't matter, what he means is that your texture has repeating parts, which is a waste.

Posted

hmmm now i get his point, i dont think the texture is completely lost, i will try to get rid of those cloned spots. seems to be mainly located in the center and a tiny bit to the left. its still a wip so i can salvage it :) so dont call it a waste :banjo:

Posted

Thanks alot killertomato! I've had a very good friend of mine here tonight, he let me do some scans of his face and body. Here is some material of this night's experimental harvest:

Diffuse+normal

torsotw0.jpg

R-channel of normal

grimasxf0.jpg

Face normal map

ansiktebn6.jpg

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