The result is looking really good! I'm curious about the light profiles to generate light/shadow information for each angle. Wouldn't it be possible, as an alternative, to draw a height map of the character and generate the light profiles from that? Maybe worth exploring? I think such a feature could be a time saver for…
I'm going to bump this thread as I've stumbled across some tutorials on making directional lightmaps and a tool for generating Self Shadowed Bump(normal) maps. SSbump Generator, a free GUI based program that can be used to generate Self-Shadowed Bump Maps. Also this thread on the Unity forums has links to example files,…
A cavity map tends to be more of a small-scale thing, not so much big shapes occluding each other as stuff like wrinkles being picked out. You can essentially generate a cavity map if you tweak Max / Maya whatever settings to adjust how the ambient occlusion is generated. Zbrush generates them very easily though, and you…
You can normally use generated map to help push the edge highlights. I don't know if you have access to Crazybump but for my workflow I normally take the normal map into Crazybump. Go to Specularity, increase the detail sliders and reduce the contrast. Then copy that map and "Overlay" it in Photoshop with about 20-30%…
Thanks for the explanation. So as we're currently using the D3DX method to calculate tangent space, our shader will currently be incompatible with normal maps created in max ? Is this a problem ? I've heard that max's normal map generation has its issues and that there are better ways of generating normal maps. Is this…
It's also generational. The bigger the generational gap the larger the uphevel when the torch is passed from one generation to another. It's no wonder why so many Arab countries are turning over when their populations are largely under 30 and being ruled by those in their 60's 70's and 80's.…
One real big that i see right off the bat is on your brick normals,they seems to be generated in photoshop and using the diffuse as the base to generate them. Try not to do this,i imagine its why your normals look so noisy because they are created using a noisy brick texture. Good normals take time to make and shouldnt…
Yeah, so I started this project off by generating myself some concept art with Bing Image Creator--which is literally Microsoft's licensed version of Dall-E 2 that they made free to the public if anyone is interested. I then chose the concept that I liked best and tried to build a scene around it. I know the whole…
Here are some (general) info about trimsheets: http://wiki.polycount.com/wiki/Modular_environments Especially for Substance.. maybe this: https://www.adobe.com/learn/substance-3d-painter/web/trim-sheets-with-substance-painter or that: https://www.exp-points.com/exp-tutorials-keegan-keene-trim-sheet-substance-designer