by Chris_23 on Tue Jan 25, 2005 2:37 am
Indirect lighting is the light that can be seen on the face when it is not flashed. Usually the best textures for use are the textures photographed in a studio that have surround lighting, which gives the best conditions for best detail and light.
But apparently the picture you have used doesnt have surround light (or is purposely set like that). WHat you can see however is that the one side of the face is darker. Compared with EAs default fsh bhed textures you see that they are evenly lit, more shaded than actually lit. In your current texture one side of the face is darker, and that can be seen especially well in one side of the nose.
To remove such a bad effect is to create a new layer which is a copy of your current bhed and mirror it. Now you may thing that you just cut the other side and have two face sides symmetrical, but human face isnt symmetrical. You should mainly brush out everything but the darker parts in the other side of the face (nose especially) and then adjust the lighting (opacity) of the layer to achieve the effect where the darker side of the face is not so obvious. It can be a little bit, but not too much.
Im thinking of creating a tutorial about rough-cyberface design (aka from brushing to photo-reference to detail and lighting and such), but dont know if I really have time. I hope this helped, if not you can always contact me on MSN and I can give you better tips there.