noggin opened this issue on Sep 14, 2003 ยท 19 posts
DAZ3D posted Wed, 17 September 2003 at 6:10 PM
Attached Link: http://www.daz3d.com
I went to our production guys and had them explain the latest with this. This is their answer:"Originally, we thought it best to create the body bump map as it was (with the body hair dark in the bump map) because of 2 reasons:
1.) Although inverting the entire map would have made the body hair look better, it also would have caused the pores and other skin depressions to appear inside out and the darker pores and skin depressions to stand up instead of appearing correctly as pores or holes.
2.) At the time, it seemed that the only way to make the body hair stand out without inverting the entire map would be to go in to the bump map and paint in matching white hairs for every chest, belly, and leg hair that was on the texture itself. To do this would have caused the maps to become much more expensive due to the increased labor hours.
Upon further reflection and customer feedback, we decided to take another look at the bump maps to see if we could improve them without inverting the entire map. Yesterday, after a meeting of minds, we found a solution that gave us the desired result without the extra hours of tedious hand painting. These updates to the bump maps allow the pores and other skin anomalies to sink properly into the figures skin, while the body hair is correctly raised up. The bump maps have all been modified and updates will be made available tomorrow for the Michael 3 Hi-Res and Standard-Res Textures (these updates can be found on each of those products' store pages)."
Hopefully that explains things for everyone. If not, just email us and we'll let walk you through it a bit.
Steve Kondris
DAZ Productions, Inc.
Here are some comparison images showing the difference in how the new versions of the Michael 3 bump maps work versus the old versions:
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