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Posted
looks remarkable. Did you use the flashlight and photo technique?
Yes, basically :) I am however developing a normal mapping tripod that I use with a fixated camera and rotatable strong but intentisity-adjustable light source for optimal results (saves alot of editing time later). And thanks!
Posted

its a good way of doing it. You did an amazing job applying it to the face mesh. I love it. Diffuse is really stronger. Might try to do something with the larger pores, but other than that its sweet.

a stupid couch I did. The pillows would be a angled more and not rigid ingame with physics. But yeah. I might normal map the corners of the pillows to emphasize it, but dunno.

asdf.jpg

Posted

yeh i was kinda unsure about that, too. as i have zero experience with how the models look ingame, since i never come around to see any of my models ingame... i kinda thought i would leave it a bit brighter cause the map itself is soooooo dark, that you kinda can still see the bench a bit and not just some black silhouette. but then again it could be just the opposite the model will be fullbright all the way :D

but i think i could adjust it later on :)

Posted

i think the wood parts (guess some parts are made out of wood) are too thick. in general it looks too thick and all the parts seem to have the same strength/thickness. you should vary this to get a better result. imo it looks to comical with everything being of the same thickness. and next time you render, maybe not go with the totally black background color but more of a greyish color. and maybe use the catmull-rom filter in the dropdown menu of the render dialog (somewhere at the bottom).

any maybe also get some variation in the lenght shape of the wood parts. it looks really straight and a tad boring the way it is, right now - just a little too perfect, i think.

hope that could help a tiny bit :)

i just finished the first railing (guess thats the word for it)

gelaender1_render.jpg

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