@ Gionight
a warmly thanks to you (it's great to see that even with the slight starting issues we had @ the beginning that our work is going above this, and don't think i didn't noticed your endorsements each time before anyone else did recently thx Gionight) it was your amazing render work and results combined with Square Enix obviously Agnis Philosophy (Visualworks) and Crystal Dynamics Tomb Raider remake, Capcom here especially Kojima and his MGS Team, DontNod awesome new Studio (France)
http://www.youtube.com/watch?v=kqBkKfEyDGA , Project Cars, Remedy (Alan Wake), Dice (Mirrors Edge), NaugthyDog, Quantic Dreams, Bioware (Mass Effect), Trillvile, Midrahs, Mindflux, Opethefeld, Confidence Man, HappyKeen, Propa, Dogstar and parts of other results here that inspire me and my work though i try to push my own style and ideas on it and try to improve it, and of course a lot of work done around the World in the Bethesda Mod Community which is just awesome

All this is a really interesting ride especially understanding why people rate certain light conditions higher then others is really interesting to me and based on these results i will try to mix some previous results with newer and see how that turns out in perception

@ Trillville
This looks somehow strange the ambient lighting would suggest the Dragons Face and Body be better visible ?

the dark shadow area looks wrong where is it coming from ?
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Quote:
85% of graphics research is about who can finally make Sponza look good.
Jasper Bekkers EA/DICE
Perfection is the greatest enemy of photorealism.
Jorge Jimenez Activision Blizzard