Here is a capture of the latest version (lastest web-build), think I got to leave it at that for now:
iam717
Yep. Everything was done in Marvelous Designer to begin with.zetheros said:most people use marvelous designer for folds. If you want to hand sculpt them though, you can drop in some alpha map detail to use as a 'base', then clean up and sculpt over that. It's a good method, I use it myself for basically everything. You can find them for a few bucks (or even free sometimes) just need to watch for what licensing is attached.
DustyShinigami
Fabi_G

zetheros


I simultaneously brought the head into the Unreal Metahumans sample project to use the lighting for lookdev of the head sculpt. With real rendering powers, I immediately saw how far off I was with the sculpt, and I think the progress from there was very rapid. I was surprised myself. What people say about getting it in engine ASAP must be true, I recommend doing so. It looked correct in ZBrush but not in Unreal.
de_cbble
You've been a huge help. That was indeed the reason, and the issue has been resolved. Thank you so much.Neox said:The issue with this is, too little texture space to compensate for too much shading. Basically you have very strong low poly shading going on. The normalmap tries to compensate but there aren't enough pixels (or bit depth 16bit vs 8bit) to cover it.
You have 2 options basically
Upping the texture resolution and possibly bit depth
Or
Reducing the lowpoly shading
I would opt for the latter, get rid of the long thin triangles. Use some more geo or custom normals to flatten what the normal map has to compensate
Just look at the lowpoly without any normalmap, all that strong smooth shading is what the normalmap needs to carry, help it a bit
zetheros