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#3 (permalink) | |
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Normal map
Quote:
I used this heightmap to bake normal: http://www.jedaith.yoyo.pl/przyczepa/heightmap.gif Other screenshots - MaxViewportShader_1.1: normal + specular ![]() ![]()
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http://blackicetales.com/ Last edited by Jedaith; 28-02-2010 at 03:22 AM. |
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#4 (permalink) |
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solid work so far, right way to go. next thing you need to work on is your textureing-approach. try not waste 70% of the pixels and on the same hand keep the level of details. the material works well photoshop-wise in my opinion.
the presentation does not work at all. if you don't have a lovely environment available and therefore decide for something grey/abstract you need at least some shadows and depending on the camera angle, a horizontal line to indicate a horizon. it also helps to choose a "natural" perspective (i like the way it's done in the screenshot with the black background). always try integrate the asset into the surrounding world, even if it's a grey plane! what i like to use is a so called softbox. the idea behind this can be used with any rendering technique, if u use realtime rendering most of the fancy camera-setup can be ignored. room for improvement given, good start! |
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