Hi all,
recently I've been working on a high res project hoping to create a realistic render of an old camera. I have only created game assets before so I don't have much experience in ultra high res realistic modeling / render. Besides keeping everything hi-poly and bevel everything, is there anything else I should keep in mind?
Also, Does high poly geo used in product render use normal map / baking pipeline at all besides surface detail? I kind of want to use substance painter to generate texture but I'm not sure if I can take full advantage of painter's edge wear generation without a normal map that provides edge information.
Any tips are welcome, thanks!
Replies
Bump/normal maps are mostly the same but I don't really think about baking them. I prefer to use displacement maps when possible.
Final renders, I save out multiple light path expressions and composite them in photoshop.
Moving this from General Discussion to Technical Talk.