Hi, I'm currently working on a character named the brute. The artwork:
And now my problem! I'm doing the render part and I have isolated the skin part to work on my SSS shader for now. But when I add my normal map that I have extracted with xnormal from a highres model modelled in mudbox, well different shell part appears weird. So if you look a the toes , they are lighter than the rest of the body. Same for the finger. It creates seams but I can't just correct them using photoshop with blue base color of a normal map because the hole part seams wrong.. Do you have any idea what should I do to correct this problem? I'm using the fast SSS skin shader in maya. No displacement for now. What do you think?
No normal map:
With normal map:
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edit: Ok now its easier to see. Look a his toes and finger. They are brighter than the rest of the body. It has to do with the normal map. Never happened to me before!