corinthianscori opened this issue on Feb 20, 2012 · 252 posts
corinthianscori posted Thu, 26 September 2013 at 7:24 AM
Quote - "Now, concerning morphs...I assume that everyone has V4's creature morphs or morphs++ and can dial-in their own elf ears. If any merchants out there need me to make new morphs for this episode of SimOne speak now or forever hold your gold piece! hehe"
well? Where are them ears?
trying to work my rejected Hunnii for V4 (dark skin but editing shape and such) and trying to nderstand some of your linked nodes ... like why the default dark hasa red HSV? And is the displacement map the same as a spec map?
Better get in here Cori .... cuz am still waiting on that M4 thing don't forget ... LOL
I didn't know anyone even wanted those ear morphs:P
I'll put them up on here for free and post when I do. I'll do about ten for Victoria 4.2 and use some Community dials for them. Merchant Resource free and all.
And the M4 version of SimOne is done; its just taking forever to get it packaged and render-set. Almost there...
Displacement actually raises or lowers the mesh, while a bump map only makes the mesh LOOK like its raised/lowered. Try viewing a displaced mesh from an edge where the displacement is strong; you'll really notice the difference. A bump map won't change the surface of a mesh - and no, you can't use a displacement map as a bump map :P
Totally - the specular map and the displacement map are different. Specular controls the amount of light the shows on a mesh. For instance, there's the "T" zone(forehead, nose bridge) which has a mid-range(grays) specularity on dry humans. The lips, however, have a higher amount of specularity and require a higher(whiter) amount of specularity.