But for presentation purposes the contrast has been increased. I used a mix lighten to blend the mask with the bump map without bumping the mask area, but it gets inverted. A Shape displacement map side by side with a Wrinkle bump map. The painted area gets on the way of the bumping. I’ve tried vertex paint, but I didn’t get good results. My problem is to separate all the faces areas, like left, right and middle forehead, left and right eye wrinkle, mouth areas and so on, without the need of endless number of bitmap alpha masks. When the eyebrow moves up, the wrinkled bump map shows up, creating the winkles details. The mixing factor is controlled by the same eyebrow movement driver (bone) and it works really good. Some simple timing measurements indicate that bump mapping takes about 4 times as long as Phong. Bump map and displacement map scratches Texture, bump mapping. surface wrinkles without the need to model each wrinkle as a. To animate the forehead movement, for example, with wrinkles, I manage to use two bump maps: on the first map, the face is expressionless, and on the second one I’ve got full contraction of the eyebrow with all the wrinkles. Normal map Fabric Creases Wrinkles texture. The topology is very clean, low poly with all skin details like color and pores coming from textures and bump maps. I’ve talked to Chris Jones and he gave these tips, but it’s really hard to get this to work in blender.
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