Mask wrote:Strange that the normals baked so well and the AO didn't. If you baked the normals to a 2048 map you should perhaps do that with the occlusion too and just scale it down and then play with the curves a bit. Which program do you use to bake? Personally I like to use xnormal for speed, and with Occlusions they tend to catch most things. If all else fails you could perhaps do a cavity map in photoshop using the NormalsToCavity nvidia filter? It's not a pretty solution, but it'd probably work well enough for a quick specular mapand game art is mor or less 50% hard work and 50% cheating in order to get stuff actually finished.
Anyways, I think most of the loss in texture on the skin could be fixed with a good, highly-contrasted specular map. Could you post some texture flats?
Oh, and I'm glad you liked my stuff.
game art is mor or less 50% hard work and 50% cheating
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