Hey there, Titans Prince here with another question… I am working on a model which I will use high quality rendered stills (4k resolution at 16xAA), of for an application to an art school for game design and I can’t decide whether to use blender internal or cycles. Cycles is easier to get a more realistic look with lighting but figuring out compositing/materials/uv texturing is more difficult and far less tutorials exist covering it. I know that andrew price has some good ones for sure but there is a lot more material on blender internal since it’s older.
Right now the plan is to take my high poly sculpts and do some retopology using new meshes based off the snap to face feature like they do in the cgcookie low poly game assets tutorial series and then uv map those and bake the normals and also use the uvs for texturing. In blender internal this means I can use a material from the repository or one I have made for normal mapping to make the cloth look more realistic.
In cycles I don’t have to spend a long time trying to find the ideal lighting setup and watching a host of tutorials specifically on lamp placement/intensity and fidgeting with the setup. I can’t decide which to use so I figured I would ask this now before I get halfway into one method and change my mind.
Which one will provide the ideal for what I am hoping to achieve? I want the model to be as realistic as I can achieve. This is what I have so far