I have been looking forward to Mudbox.
One of the main techniques I have been eyeing up is multiple UV sets
per element (mainly the character's body) whereby different areas of a
piece of geometry can be separated into individual UV shells. This helps to balance out the textures and give sufficient room to
allocate the different parts of the body (see fig. 6). Originally, condensing the
UV's into one segment of the grid can bloat other areas of the UV's. If
many maps have been created, the UV's all just become crammed and
overfilled.
Diffuse and normals have been plugged into the sub-surface scattering, time to refine them and go from there.
Diffuse and normals have been plugged into the sub-surface scattering, time to refine them and go from there.
She's looking gorgeous :) I prefer this detail on her skin rather than the scaly one you initially used.
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