Here is what I did with the cavity. I posted a pic of cavity map as well. I just multiply at %60. And in right it is a pic which created by marmoset. This is my first cavity map, I dont even know if it should be like this, I used motenai's some said that you can have 2 different image with it I couldnt figure out what is the other one. Feedback is appreciated.
Hey Cagdas, what you actually want with a cavity map is crevice and edge detail. So all the edges will have highlights and all the crevices will have shadow.
Here's a great example of a cavity map (in the grey)
If you set that bad boy to overlay it really makes things pop. You could also turn the highlights and shadows into separate masks and then add different colours. Sometimes what I like to do is duplicate my cavity map and blur it for soft highlights.
To make a cavity map, open xnormal and click tools. Click tangent space normal map to cavity map.
On the left, load up your normal map. On the right, select EMB from the drop down menu. Right click the background and press generate. Then you can right click that and save it or copy to clip board and paste to your texture.
In the map you posted, you have directional light. Cavity maps shouldn't have any directional light, just keep that in mind. Hope that helped!
@Seleznog: Thx very, very much. After I posted this I saw xnormal's as well but there was a lot of option so I stopped. Like I said I dont know anything about cavity map. Was gonna try ingame tomorrow, this means I need to do the things you said today! @GhostDetector: Thx for replying as well. And thx for the link.
I thought with dynamic you talked about the sword isnt going in a straight line. I mean I thought you mentioned that sword doesnt look sharp. I think I understood you wrong.
I reshaped by lion head because of the new model, and I realised that I forget to import the cape so here is a pic with new model and cape.
And again thank you very much Sukotto, you saved me from a lot of problems by saying this soon. It needs to be played a lot but now I have a start I will make horns closer to throat first of all. Anyways feedback is appreciated.
No it is not too late, now it suits new model perfectly.
I am short with tris but I will definitly at them, maybe after deleting the rings ı can do that.
Now that I tested ingame the old one, I can go to the new one according to new concept. I will make the curves in hair and beard with alpha because I am already in the tri limit. Also I will continue work on beard as well. Pls take a look and give some feedback.
Btw should I make the big horns closer to the throat or just leave them like this?
And continue with the lion, Noblebatterfly did the concept and the high poly anyways I retopo it as lod0 for now. Here is my bake with base color.
I made bake by using:
-Ao
-blue channel of the tangent normal
-cavity map
all in multiply
Btw pls ignore texture fail in the top of the hair, I fixed it but I was too lazy to change the pics. Gonna go for lod1, but before I would love to hear some feedback.
I couldnt see any eye wrap for naix yet so I decided to make one so here is a very base model with base texture. I have like 400 tris remaining so I will make it better and add some other things as well. Dont forget to leave a comment or critism.
Another update on my naix head.Still have to to a lot of scuplt in other parts but it is it for today.
I am kind of suck at scuplting but I am little happy about the result bake. So take a look and judge youself. (Meaning feedback)
Here is high poly of side fabric and a top view of model because I made the bigger in order to see them ingame.(Polarbear's advice). Anyways pls leave a feedback!
Another update on my naix head, I made the metals bigger and played with the fabric a bit so it can fit to new big metal, then made some high poly for the metals and baked them merged them, made a map with base texture and duplicated the metals, and almost forgot to mention I baked a gradient map but I am not sure if right or wrong. I am triying to finish it before month ends but I dont know if I can because I works slowly and rarely. Anyways here take a look and leave some feedback
And a new set for faceless, I started with arms and weapon, I was going make the hand as hand of midas but I was little short on tris. Anyways pls give me somr feedback.
Here is the shoulder start for Faceless set, I may posting very base things but that is because I wanna hear some early feedback! I was actually thought metal parts as gold but I guess it would break color scheme badly.
Shoulder piece has 150 tris for now so I have 250 tris to go for lod1, that means I will make the red parts better and add plenty of things especially to upper arm.
I started this set in order to make it very good so it may go ingame. I dont have this kind of goals, I usually just want to do my best but now the TI4 is coming and I really want to meet you guys! So I want this set to be my TI4 ticket.
Anyways enough talking, pls take a look and write some feedback!
Here is the very early head but as Konras informed me before the mouth and the rest 200 tris is not enough, so this model already over tris and definitly not close to what I imagined and pls ignore red parts because I already fixed that. I need your feedback, and suggestions about lowering tris.
Bro, you really have to stop worrying about number of tris when you are making base mesh. Make the base mesh as smooth as possible, then make the highpoly then retopo it a specific number of tris.
Trust me, it won't work like this (I had the same problem), learn how to retopo, then your life will be much easier
Reza: Thx for reply, I dont want to get worried about tris but Konras said that if I leave mouth as default, it will be easier for Valve to animate it, so after realising that if I leave mouth default I will only have 200 tris to go and it will be very hard to retopo that. And I got little experience in retopo while I was retopo lion head. But I will definitly use your advice, I will do what I imagined then I will think about tris while retopologing.
Crossposting from workshop thread. I am going texture my lion head myself, you may see it in my thread. I just realised that I need to do it polypaint after I looked lina's hair as an example. I just want to know if you guys know any special brush or tactic in order to polypaint a hair???
And now that I need to texture lions head I am gonna need some feedback. I colored up the hair with polypaint but I am not sure if it is the best I can do. So here is some ingame pics and a polypaint pic. As I said feedback would be awesome!
I would probably think about recolouring those earrings/tusks though because right now they look:
a) a bit too highlighted for his face; why does an object which is basically bone (?) shimmer more metallic than the gem in his forehead?
b) a bit too dark for the face; it's the darkest object in his entire face model at the moment and hence looks displaced. Darker colours draw less attention and given its size it just creates some weird "empty" space in his face, especially given that it's directly next to the fiery orange beard
c) a bit too plain; even those spikes have some sort of colour gradient, but those tusks just seem to be coloured with the exact same tone
Replies
And about cavity maps, why?
https://www.youtube.com/watch?v=6PSrQPizlTY&feature=c4-overview&list=UUTFQTh-Nf3sQDwtnN_WKbMw
Here's a great example of a cavity map (in the grey)
If you set that bad boy to overlay it really makes things pop. You could also turn the highlights and shadows into separate masks and then add different colours. Sometimes what I like to do is duplicate my cavity map and blur it for soft highlights.
To make a cavity map, open xnormal and click tools. Click tangent space normal map to cavity map.
On the left, load up your normal map. On the right, select EMB from the drop down menu. Right click the background and press generate. Then you can right click that and save it or copy to clip board and paste to your texture.
In the map you posted, you have directional light. Cavity maps shouldn't have any directional light, just keep that in mind. Hope that helped!
http://www.polycount.com/forum/showpost.php?p=2001714&postcount=59
@GhostDetector: Thx for replying as well. And thx for the link.
I told you the lines and shapes aren't dynamic and u said u'll fix it while modeling but u didn't.
Concept:
Lowpoly:
http://steamcommunity.com/sharedfiles/filedetails/?id=227892843
And again thank you very much Sukotto, you saved me from a lot of problems by saying this soon. It needs to be played a lot but now I have a start I will make horns closer to throat first of all. Anyways feedback is appreciated.
I hope, its not too late, cos I made some changes with new model
I am short with tris but I will definitly at them, maybe after deleting the rings ı can do that.
Btw should I make the big horns closer to the throat or just leave them like this?
I made bake by using:
-Ao
-blue channel of the tangent normal
-cavity map
all in multiply
Btw pls ignore texture fail in the top of the hair, I fixed it but I was too lazy to change the pics. Gonna go for lod1, but before I would love to hear some feedback.
I am kind of suck at scuplting but I am little happy about the result bake. So take a look and judge youself. (Meaning feedback)
https://www.youtube.com/watch?v=J6IKYPrHDz0
And a new set for faceless, I started with arms and weapon, I was going make the hand as hand of midas but I was little short on tris. Anyways pls give me somr feedback.
Here is the shoulder start for Faceless set, I may posting very base things but that is because I wanna hear some early feedback! I was actually thought metal parts as gold but I guess it would break color scheme badly.
Shoulder piece has 150 tris for now so I have 250 tris to go for lod1, that means I will make the red parts better and add plenty of things especially to upper arm.
I started this set in order to make it very good so it may go ingame. I dont have this kind of goals, I usually just want to do my best but now the TI4 is coming and I really want to meet you guys! So I want this set to be my TI4 ticket.
Anyways enough talking, pls take a look and write some feedback!
Trust me, it won't work like this (I had the same problem), learn how to retopo, then your life will be much easier
I would probably think about recolouring those earrings/tusks though because right now they look:
a) a bit too highlighted for his face; why does an object which is basically bone (?) shimmer more metallic than the gem in his forehead?
b) a bit too dark for the face; it's the darkest object in his entire face model at the moment and hence looks displaced. Darker colours draw less attention and given its size it just creates some weird "empty" space in his face, especially given that it's directly next to the fiery orange beard
c) a bit too plain; even those spikes have some sort of colour gradient, but those tusks just seem to be coloured with the exact same tone