When I convert a Normal to Cavity and Specular, should Ndo also create a Diffuse/Displacement first, then do the other two?? Is eating up quite a bit of time/processing to do those first, then do the ones I want last. If that's how it works, then ok. Just making sure!
I really like this guy- the head seems a little large but that's probably just because superheroes usually have pinheads to look bigger- good job! Your concept paint is particularly nice. Have you considered breaking up the colour on the diffuse with some variety on the purple areas? ~P~
I suggest leveling you diffuse texture, making it a little lighter and allow for more light to pop off it. also put more contrast into your specular map, if you desaturate the spec it is almost all a medium grey. all and all I like the design though, good work!
Is it possible to have ShaderFX output the resulting shader into a renderable material? I understand some elements (like SSS for example) cannot be setup with max material like that. But if it could at least set up a diffuse/normal/spec/color values, etc etc. Not sure if that's possible, but it'd be damn cool
Her teeth aren't shadowed properly. I noticed that when this first came out.. The lighting in the shot above is very diffuse, like daylight through cloud cover - but the source (reflected in her eyes) is a spotlight. Our brains pick up that stuff straight away, whether we're conscious of it or not.
update: i´m just playing around with the textures and q4 to figure out what normal-diffuse textures can do and what not atm the texture is at a very very basic level btw: xNormal is a great program but why can´t i add an additional bumpmap like in q4?
The foliage are just planes mapped with a diffuse and alpha then layered. Some it looks like a solid model with partial foliage mapping and a combination of planes to give a layered look. As for face modeling you just have to practice. Find a high poly face modeling tutorial and then work your way down.
Another good usage is you have a high poly model without UVs, and you texture it in Zbrush. Once you have a low poly model with UVs and you're ready to bake your normal maps, you can bake out the diffuse at the same time to the low poly UVs.
hey Asmuel, i think its one of the better characters to come from the sumea comp, but the spec map is pretty bad, all the materials look the same. the chest plate looks like its supposed to be made out of metal, judging by the diffuse map, but the specular just glosses over it.
Help! Have the same problem - after baking light i get only diffuse texture without a shadows or light. When i am disabling visibility of highpoly model (whicj i dont have, just using lowpoly as hp), it gives me a black color texture