wkornf
10-30-2008, 01:54 AM
Hello there,
im trying to setup some renders for my demo reel / student show at university. I was wondering what the common practice is for lighting/rendering character models of the low poly/normal mapped sort?
ive tinked with raytracing, which causes anomalies in the lighting with my normal mapped character.
dmap shadows, which dont handle my transparancy, however, look nice with fast renders
GI, which i cant really seem to do my model any justice, i think this is more suited to environments?
also FG, which seems to work fine for brightening up the overall image, but doesnt seem to cast shadows.
ANy help on standard practices for a model with normal maps and transparancies?
thanks wayne
im trying to setup some renders for my demo reel / student show at university. I was wondering what the common practice is for lighting/rendering character models of the low poly/normal mapped sort?
ive tinked with raytracing, which causes anomalies in the lighting with my normal mapped character.
dmap shadows, which dont handle my transparancy, however, look nice with fast renders
GI, which i cant really seem to do my model any justice, i think this is more suited to environments?
also FG, which seems to work fine for brightening up the overall image, but doesnt seem to cast shadows.
ANy help on standard practices for a model with normal maps and transparancies?
thanks wayne
