@Kkyc what software are you using for baking, and what renderer/game are you planning to show the final model in? Looks like unsmoothed vertex normals on the lowpoly. Also you may have a gamma correction issue with your normal map, it should instead always be used in linear colorspace.
looks like you could reproduce that effect in lower res as a set of overlapping bands with an alpha then space them down the arm, running a gradient from top to bottom of each band would add additional depth. create a few linear variations of the feather theme to render to texture then just map the bands to those.
Hello!~ More updates. I know I'm taking my time designing the skin (and I'm on a trip right now so... xD), but I decided I'm using this contest as a challenge and as invitation to improve my art process. I tweeted the previous designs in order to get some feedback and people were just amazing giving their impressions, they…
Hey Folks! I am new to the site so please bear with me :P. OK I am a digital art student in her second year and just getting aquainted with Maya. (I am kinda used to 3DSmax) but I seem to have a good feel for the programme already and really enjoying working with the Old Girl :) Although I have an issue and my lecturer…
To avoid derailing Adam's thread I'm moving this discussion over here. I'll tackle these one at a time. These 3 are somewhat linked. To really answer this we need to talk about image formats and bit depth, so this is going to get a bit computer sciency, but read through it. We're all better artists for knowing how our…
Ohh i didn't looked too deep into the nodes.. after seeing the missing coordinates.. and additionally to what @Michael Knubben said.. using a value and/or a vector and then mix using any color modification node (linear ligth, color ramp) might be a not so clever idea.. better use any Math node or Converter -> Float…
the main issue is that it assumes any 16bit image has data encoded in linear space so if it's a color image it'll apply an sRGB transform in the sampler It's less crap in 5 than it was on 4.x
blimey this is a blast from the past :) it's basicly an npr shader with a specular with a fresnal falloff (ie at acute angles gives a "specular edge") the npr part is the standard lighting equation used as a look up into texture that gives us the output lighting. a linear texture would give us an unchanged result but we…