Progress have really slowed down as I try to wrap my head around how to retopo the clothes but here is a quick lowpoly substance test at least. Still haven't gotten to the pore-details yet.
I thought about it, it would probably be easier for the static/holo effect, but for the cloaking, the shader the cloaking pattern actually wraps around the geometry so it would be incredibly painful to do that in post I would think.
Here's my progress thus far. I'm not happy with the wrap so far, I'll have to adjust the border edges and highlights, but it should be doable. Still loving this process, although the teeth are going to be a lot of work.
Is there any way to bake backfacing geometry? I've made some cloth wrappings that twist over themselves and now I've realized bakers bake the backfacing faces with either a flipped normal direction, or ignore them entirely. Is there a way to bake them as if they were a double sided plane?
I suddenly got impatient, and just felt like wrapping it up. So this will be it for now :) It was never meant to be seen up close, but here is a closer shot, just for you, @Stavaas :p Thanks for tuning in, guys!
Thanks a bunch! I'll definitely check that one out. I still need to wrap my head around baking to the vertexes, if that information (the bake) then exists with the model itself and is not dependent on any shader/texture info.
I don't think it's really a dream ending, mostly because the evidence for a hasty "oh crap we have no more money" wrap-up is also present, and bad writing and money constraints are everywhere in games.
I was finally(!) able to to wrap up this sculpt over the weekend. Tonight I'll start blocking out a wolf companion, ya know, just so he has some company on his pillaging adventures!
See PM for longer explanation. - Copy mesh at bind pose, snap shot, or clone/collapse. - Move pivot on copy. - Skin wrap new to old, convert to skin. Optional: Flog programmer with lead pipe.
xNormal 3.16.11 has been relesed: - Added support Maya 2010 - Fixed a problem rendering tiled/wrapped maps. The UVs no longer need to be in range [0.0f,1.0f]. Feel free to test it a bit. thx.