All still very WIP. obviously by the random shadows from objects that i still havent exported from blender to a7 laugh. also the model of me has a temporary non-efficiently uv mapped bake from a different high poly with several skins. the bad uv mapping+low res is what is making the normal map on my face look all muddle-y laugh Lighting is a mix between baked and blurred stencil.

getting frustrated by the normal maps losing depth from every diffuse texture except of course the wall which is blindingly opposite. because the wall is painted white, it loses pretty much all diffuse value in being overpowered by the normal maps frown

Last edited by lostclimate; 01/16/12 05:40.