Really good and explanation but I have a question what about SSS map or the translucency map? You can’t have SSS all around your head model the map should define which areas are more translucent like ears, mouth, or nose head and can you please make a workflow around blender? It is extremely famous now and used by most people.
So why exactly are you rebaking the textures? You got reprojected topology with proper UVs and corresponding working textures already, all you have to do is reproject your original head secondary shapes to your new topology and you are done.
Because in most studios you will have a standard human base mesh topology that the pipeline relies on for efficiency. For a personal project I don’t need to do use a different mesh, but fir the tutorial it’s important to show how to bake the textures to another mesh as a lot of professional users will need to do this 😊
Hi they projection is not perfect and not 100% like your own mesh and the topology is also not like your own mesh so the baking is the best option and the projection is good when your mesh is only sculpted no clean topology and no UVs so can use the wrapped model
Thanks for taking the time to step us through the shader network. Super useful
I cant stop checking out the UI/UX design of X normal
Looks awesome! 😃
Thanks, Amy. Amazing work.
Looks really good!
This is amazing!!! Thanks for sharing! Do you have any courses?
Nice Output
Really good and explanation but I have a question what about SSS map or the translucency map? You can’t have SSS all around your head model the map should define which areas are more translucent like ears, mouth, or nose head and can you please make a workflow around blender? It is extremely famous now and used by most people.
When baking the diffuse texture using xNormal, some areas between the eyes and mouth corners appear to be a bit problematic. Why is this happening?
Awesome
Im having issues texture transfering exr files in mari. I keep getting these weirs staircase projections
20:02 coat
I was a bit disappointed that you don't get any iris when you buy your head assets, so you're really offering an incomplete product
So why exactly are you rebaking the textures? You got reprojected topology with proper UVs and corresponding working textures already, all you have to do is reproject your original head secondary shapes to your new topology and you are done.
Because in most studios you will have a standard human base mesh topology that the pipeline relies on for efficiency. For a personal project I don’t need to do use a different mesh, but fir the tutorial it’s important to show how to bake the textures to another mesh as a lot of professional users will need to do this 😊
Hi they projection is not perfect and not 100% like your own mesh and the topology is also not like your own mesh so the baking is the best option and the projection is good when your mesh is only sculpted no clean topology and no UVs so can use the wrapped model
theres poor artist like me that can only afford Substance Painter (sad lol) It'll be some introduction for VFace for us?
nothing sad about substance.
Why is that a problem? It substance has all that mari has?
What are the separate channels in the UTIL map? Can't find any info in the docs. Thanks
texturing.xyz/pages/vface-utility