regarding the xgen scalp. i found it to be better to just use masks/ids for this and do the actual hair color roughness and normals in substance painter or photoshop using those masks. the baked down xgen always looked kinda shit. but the same hair baked down with random normal values softly blended into the texture looked…
if you're using xgen you should use arnold to bake things there are two reasons 1: you dont have to convert to geometry so your bakes take seconds instead of minutes - you also get IPR and decent antialiasing 2: you can generate a flow/direction map by using the derivative shader (dPdV / dpDu) I dont know if they've put a…
Hi Looking at the head texture for Arthur Morgan from RDR2, would you say scanned data was used, or do you think it's hand-painted in Photoshop...? I mean, I'm inclined to say it's scanned data, due to how detailed it all is. Especially the stubble. But then, development for RDR2 probably started before using scanned data…
Thanks for the link. Some of the stuff there is what I've been following, such as Manjiana's tutorial on baking a hair cap. :) Thanks to that, I have an ID and Root map. The only thing I don't have, which looks to be essential, is the flow map. I'm a little unsure about that one though. Regarding the masks/ids - I'm a…