[ame] http://www.youtube.com/watch?v=iYRxzGzdFFc[/ame] Damn dudes, mad props!! This stuff is amazing - great advancement. I wonder how well it could go with a really heavy modified face, or what about an animatronic alien / creature. Would be freaking awesome - the mind boggles.
I know you can, I just dont like doing it, because of the way the projection modifier works, or rather doesn't work. Anyway it seems telling photoshop not to color manage the document and turning on proof colors, has fixed the issue. Thanks for pointing me in the right direction.
So, Your script is fine. Its merely something to do with how the VertexPaint modifier works. I think maybe the best route to go about this is to get the values from channel 0 (RGB Vertex Color) and invert that way. That way it will work with editable mesh and editable poly.
True, or even using a wrap modifier for the brush, but those are workarounds that really aren't what I'm looking for. I'll probably end up just doing it on a plane, and recreating a plane that looks something like the texture I posted. It'll work, but it seems like there must be a better way.
Made some changes to the UV layout and rebaked the ao and normal maps. So far, everything looks good in marmoset. Now I have to go back into photoshop and make the colors look "pretty" and modify the ao map from xNormal (getting rid of the black areas, etc.).
What Bardler said. I mean, by all means go for it, but if you find yourself way behind with you schedule, don't be surprised. Also, I'd recommend getting the quad chamfer plugin if you're doing sub-d modeling. http://www.mariussilaghi.com/products/quad-chamfer-modifier
So! I modified a bit the face. LilyNion from the Polycount Discord made a paintover for the Eyebrow part and pointed out the lips need some work. Will fix when I get home. I also made a quick block out patterning of her typical dress on Marvelous!
Yeah...never collapse that Turbosmooth modifier. If you have to for some reason, save another file. In many cases, the base mesh, or a lower iteration of your Turbosmoothed mesh, can quickly become a usable low poly mesh, so it's not usually the type of thing you want to lose.
thanks guys Both of your opinions are correct, definite design considerations I need to keep in mind. Polycount fucking ROCKS !!!! great feedback :) At this point I am moving on to presentations shots, I have started to modify #2 . I should have some examples soon .
Make sure your low-poly object is all in one smoothing group. An easy way to do this is to add a Smooth modifier and just click the "1" button in the list of SG buttons. Or you could select all the faces in the object and click "1" down in the Smoothing Groups rollout.