Lit map is bake from lighting the environment with light so the have "light side that facing the light source" and the opposite "shaded side"
But when I want to make Lit map for human character I don't want directional light but i want some kind of "form defining light" like this picture :
It's from Hogarth. He said in one of his book that he just shade the form of muscle instead of shading realistic ray cast directional lighting.
So, Is there some kind of baker that does something similar to this shading? Like, somehow the baker can find the concavity of the form between the muscle then work up to the most concave area of each form and generate the light I described?
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Latest release of Knald allowed cavity/curvature bake as well if I'm not mistaken. Haven't tried it.
Thing is, this type of shading you describe would vary depending on what angle you view it. So I think cavity/curvature bake as you mentioned would probably be the way to go if you're looking for baking a texture pass. Otherwise maybe some custom shader solution with a dot product between the camera normal and the surface normal would give you this kind of shading without any textures. Or matcap/litsphere shader like Neox is suggestion would also work.
http://wiki.polycount.com/wiki/Spherical_environment_map
because i googled matcap 3ds max peter böhme and this was the first result
@Obscura I google point light map and found old thread about how people make there light map on characters and I think I got what I want. So there's no magic but to bake light map with various traditional lighting technique or comping many light and edit the maps in
photoshop, Right?
@Neox Thank you, Can I bake down matcap light to map in zbrush?
http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterTextureGuide.pdf
Thank you! I always want good breakdown like this! It really helps.