bopperthijs opened this issue on Sep 07, 2012 · 51 posts
monkeycloud posted Mon, 10 September 2012 at 5:35 AM
Quote - The shape of the various structures should be making most of those shadows. Having them burned in like that almost always makes it look like dirt rings, like the model hasn't bathed in quite a while, because they don't change as the model changes position or pose.
The healing brushes in conjunction with the dodge and burn tools could help a lot with that.
If you're texturing for a video game then you'd be more likely to burn in details like that, because game characters are too low poly to really build a lot of those structures, but not for poser-ing.
~Shane
Totally... and surely the same goes for burnt in highlights? Surely these just shouldn't be there now?
As soon as one is using fresnel reflections etc, for real reflection based highlights, via EZSkin, any burnt in highlights are just going to mess this up?
Anything in the way of highlights should all be purged and "extracted" or referenced into a specular map, I would have thought?
I fully take in what Joe notes too... that the Poser mesh just isn't necessarily there to fully, properly support all this... hmmm...
...so, it seems to me, then, that more use of displacement is the only real option, in that case?