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Posted

":1q131bic]knj, I envy your awesome ability to learn and progress like no other!

You do, you learn, you listen to feedback, you get better, and repeat the circle. Like any talented artists should do.

Really good stuff!

thats really nice to hear dude, thanks a lot !

Tisky this is starting to look as mustang, so you are doing great :)

Posted

Trying to do a small, romantic/gothic-esque scene. Trying different ideas for the architecture to get something interesting. Using the tod that came with the forest level in the SDK.

Don't mind the missing chunck at the top of the arches, the mesh was too short when I wanted to test the results from the bend modifier.

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Posted

n5Bg1.jpg

Advices for getting a better normal map ?

With the average normal setting for the highpoly model in xnormal I lost a lot of my surface details and my normal map is finally a little blurred.

I have tried a little sharp filter in photoshop but it's not very clean.

Currently I use the green channel and the blue channel as AO mask (in multiply mode) for getting more cavity lines. I also use a cavity map from the normal map for highlighting the edges.

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