here are some renders from the final skin composite. the specularity still seems a little bit high but thats only because it has a direct light source hitting the chest. I studied some references carefully and skin does actuallly shine like that under direct light- the legs are recieving much less direct light than the chest and are thus more diffuse.
regarding the seam issue that you can see here-
I already solved this issue I just havent updated the maps, its just a setting you click in zbrush when you are going to export your color maps, there is a fix UV seams button
also these images are rendered in a 32 bit linear color space in openEXR format so I had a lot of control over the final look in photoshop, and these are just one of many possible looks for the skin
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