Takes 2 seconds on google :) Thing is, mayas default is called angle and area weighted. I think it is not the same. It lowers the amount of low poly shading vs for instance 3dsmax but i think face weighted is still different and "better" when used on the right models
@AndyC_Art try reducing the intensity of the normal map in this area, or running a normalize filter on the normal map, it's possible that invalid normal vectors are being used here which could cause shading artifacts
hey was talking with a friend and he wanted to know a lot about cel shading or at least a lot more then i currently know. so im starting this thread for any knowledge anyone might have on cel shading for max and maya. one thing i do ask is that if u have a question make sure to say what app its in (max, maya) and same for…
If you see the popping as implausible, that's just because of the nature of a stepped shading terminator: it's either shaded or not shaded because the value are clamped to 0 and 1. I agree that cell shading has never looked this good, but isn't that what it's all about and what we're trying to figure out? The simplified…
For your hand painted textures.... start off with a dark shade, then as you bring out the highlights use the lighter shades of that same color tone. I would recommend making all the edges look a bit worn by using that lighter shade.
Filters are bad, mmmkay? In general, you shouldn't use black to shade skin unless it's just for some sort of stylistic reasons. Look at reference images of people and look at how other artists do their shading. Emulate their strategies for skin shading.
as racer says, you need to understand the difference between surfaces/materials. And something really important is shading. Nice texturing with some crappy shading will look bad and viceversa. I usually start shading even before texturing if I can.