Sorry guys, first picture's pretty huge, forgot to rescale it. It's 3.30AM over here in Austria and I am a bit tired. So, this picture is from a previous version (the one I've made the last renders from). It has no diffuse, red and green channels flipped (sorry dur23 - no real frontlight on this one). Now the weird thing…
Dur is right. You have too might lighting information on your diffuse for whatever reason. You've baked in directional lighting basically. You need to tone it back a lot if you want your normals to show up and not fight the diffuse.
Well now i'm just confused. Would you mind doing three quick shots with no diffuse texture and a light straight in front of him and up in the air? With all three versions of the nm? Also that baked diffuse cavity thing is going to give you what looks like shading errors when you might not even have them. IE. the nipple on…
hehe whoops, looks like it was the green. Or maybe both. Just do tests. Flip green only -> check Flip red only -> check Flip both -> check Remember it should look almost exactly like the highpoly. A good way to see that is to remove your diffuse texture and just make it grey. I'm really not joking when i say they should…
or use 1 of the uv areas for the lower part of the hair, one for the middle part and one for the top. It would illiminate the uniqueness a bit, but since right now it is pretty much the same texture anyways it probably wouldn't matter too much IMO ;) . Great work! I really like how you got the normals/spec/diffuse to work…
Maya is actually really good with normal maps. There's a couple things that coulda messed with your render. Inverted meshs, mentalray/raytracing being an ass. Etc etc. Sometimes when i open maya i find some of my meshs with normal maps are displaying wrong, even though the last time i closed it, it was working fine. All i…