What you mentioned is legacy shader pipeline. Do you want to stick to that, or be current with Physically Based Rendering, which is the latest paradigm for rendering in game engines (mostly)?
helmet design is looking super lame (sorry :poly122:). the rendering is pretty good, but I get the feeling you focused a lot on the rendering and kind of neglected design and composition.
A long overdue update to the renders! Here are some new shots guys, finally got around to making the texture fixes and general render fixes, hope you like!
@Deforges I feel you man, but it`s not ready yet for rendering, need to finish it first, and its time consuming to render this kind of stuff just for the sake of feedback.
https://imgur.com/8dFdVdq Knald is not rendering normal maps correctly for me. It almost looks like its trying to render in UV space. Anyone know how to fix this?
Here's the first one others still rendering. I also rendered on 128 grey (which is also how it looks in Photoshop/Max) but on uploading it turned white. Sorry.
So I went back in and did some further render tweaks and changed the pose a bit. Hi res renders on my artstation https://www.artstation.com/artwork/X3Jyn
looking good! can you hook us up with bigger renders of a single pose, theres lots to look at, unfortunately with the renders you posted everything is quite small
This is damn amazing, great job. I think the on black renders need to go though, this would look great in an out of focus environment like your first render