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Basic displacement map |
Having some difficulty with the normal maps and the Mila shader I investigated another angle. Exporting a displacement map from Mudbox appears to have given Four definition where there was none before, and while it has added a fair degree to render times, an added benefit could be that when these regions fold, the sharper geometry in the compressed spaces will create a (somewhat) more realistic set of folds when it comes to lighting.
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an occlusion map was added to bring out the darker regions |
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The result of a normal map added alongside the displacement map |
One plan was to use a normal map alongside the displacement, as the image above shows however, this caused a couple of errors that annihilated some of the definition; the opposite of what I was after. The experiment concluded, the normal map was removed and definition was kept to the displacement map.
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The specular was toned down and a highlight added to give translucency to the skin |
Now that the displacement map is providing something that needed to be supplemented by features on the texture map, I figured the textures need redesigning.
To od this, the displacement and ambient occlusion maps will be used as a template to work out where the folds are, crevices will be darkened to give colour. The image below is the model with this template, which looks somewhat horrifying as the poor creature is covered in yellow-green marks. After I'm done with the texture, something much cleaner should take this image's place.
I noticed you say you're using a MILA shader. I assume you will investigate SSS too? : D For such a *skin* heavy character I'd feel SSS working well. (it'd bump up your render times further, though)
ReplyDeleteI was using a MILA, not so much any more. Right now I'm creating a mock SSS with a faked rim-light. I plan to talk to Alan about sub-surface scatter in the coming week as the current model is being rendered out using a subdivision map.
DeleteShe's all wrinkly! :)
ReplyDelete