Hi
I'm currently following Johan Lithvall's Hair Creation for Game Characters course. He suggested I add a bit more variation for the specular to make it a bit more interesting. I've baked out a couple of extra Height maps (using xNormal) to composite with in Photoshop, but I'm actually really struggling to do it.
I've been trying to use Blend modes, Adjustment Layers - such as Brightness/Contrast, Hue/Saturation, Levels, Curves etc. - but they're either not working, or I'm not getting a good enough result. I just have a complete mental block at the moment and I'm unsure how to proceed.
He suggested something like this using Hue/Saturation and Brightness/Contrast:
I have a few Adjustment Layers stacked above some Height maps in my
Photoshop file. Some of those appear to only be making a subtle
difference. But adding anything else just isn't doing a lot. And I
certainly can't get some interesting breakups like in that image.
And this is what my hair texture currently looks like, along with the Alpha and ID map:
I also have some Gradient and Root bakes too. And then here are a couple of the extra Height maps I did to add some more specularity:
Any help or suggestions would be greatly appreciated.
Thanks.
Replies
I prefer the overlay result here, personally. If the saturation on the darker colors isn't what you want, you can either tint the AO very slightly to a contrasting color (in this case, a dark blue) to give the appearance of something more neutral, de-saturate the base color a bit, or add a color correction adjustment layer on top of the whole stack to get the colors you want after the fact.
Thanks. I did try playing around with the hue/saturation with an Adjustment Layer, but it wasn't having any effect. Only the brightness/contrast does. I'll try tinting the AO. And a Colour Overlay using a Layer Style.