Working on refining this model's face map. Face textures always seem the most difficult to me - I'm working with only a simple phong shader here instead of using a renderer capable of sub-surface scattering, so it's all about striking a careful balance using the diffuse, gloss and specular maps. Here, I'm putting the final touches to the diffuse map.
Displaying the textures in my viewport is having the slightly unnerving side-effect of making the character look demonic, though - that's a side effect of the method I've used to give some depth to the eyes, but it doesn't half look strange!

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