How to merge wearable item outlines on the figure base map?
I set this as a challenge to myself to learn more about the basics, but I failed.
Example: Zorro in Mexico gets a suntan (easy: face texture, Photoshop, add brown). BUT when he gets home he takes off the mask and is pale underneath. How do you do that?
Amateur me would draw freestyle on the basemap, and improve the location over many iterations.
I'm sure there is a way to manufacture a precise photoshop mask for the basemap, but how? One of the pitfalls is that Face and Mask are different objects and different UV maps. I tried merging objects in Blender and writing a new UV but the result does not match the original texture map.
Any ideas? (Hopefully without Zbrush $$$)
Comments
You could set up a shader (in Shader Mixer, for 3Delight) that would set the colour based on occlusion. Then use Shader Baker to turn that into maps and use those as your masks. That's a theoretical suggestion, not something I have done.
This product might interest you: https://www.daz3d.com/oso-blendy-two-layer-shader-for-iray
Thanks Catherine, good match but my aim is to learn the insides of DAZ, not to actually produce something right now.
Thanks Richard, 3DL is another rabbit hole I didn't want to go down, but of course I did. Figured out the shader mixer, which looks valuable for Iray, too.
Unfortunately the shader baker is fundamentally broken. Troubleshooted it for hours, but it cannot write out baked textures (sth about a temp/default.bake that the baker fails to write and then the renderer quits, according to logs). Oh how I wish that my quota of [learning/creating/troubleshooting] wasn't 15% / 15% / 70%...
Oh Shader Baker I figured out, it still works [my D/S is back one edition now].
1. Used collapsed uvset {may or not be important but I did and it worked}. Apply a non-Iray shader.
2. 3Delight [not Iray] because added in a distant light for ALL camera angles. Return to Perspective View though for rendering via.
3. Select figure, select desired areas [on the Surface Tab], then go to Shader Baker.
4. VERY important, each time making a bake, select a folder in some place like the DESKTOP {not the default location, W10 will not permit it}.
How bright one makes the light is trial and error for textures. I use it to make templates with the buffer zones included.
..............
To get textures aside from those for the Diffuse channels, apply those to the Diffuse and bake again BUT make sure to first tuck the previous bake into a safe folder ;-)