Has anyone made their own maps for 8.1 yet?

Hey guys. I have Genesis 8.0 characters that I've made textures for using SkinBuilder for G8F, and while trying to move them over to the new Victoria 8.1 shader, I realized pretty quick that the maps just look ... different.

The kind of map used for Dual Lobe Specularity looks radically different, and of course there's the new AO maps that SkinBuilder doesn't make anything for. I decided to go out and get new software, specifically Substance Painter, thinking I could maked my own maps with that. And while I can make my own normal maps, the "roughness" maps it makes are still pretty different ... almost opposites actually, and the AO maps Substaince Painter makes are almost all white with nearly no details, unlike the mostly black AO map with tons of little white details that Victoria 8.1 uses.

Does anyone have any experience making the kind of maps that the Victoria 8.1 shader uses? I could totally use some help in figuring out how to go about it.

Comments

  • MistaraMistara Posts: 38,675

    the roughness map is a complete mystery.  dunnohow to make normals maps. is a weird blue ish

  • I've got the normal map figured out, luckily. It's the other ones thta are completely befuddling me.

  • lilweeplilweep Posts: 2,561

    substance painter doesnt make roughness maps.  You paint a roughness map in substance painter, and then export it, right?

    the ambient occlusion mesh map that you bake in Substance Painter doesnt seem to be the same thing as the Specular Occlusion map.  Googling specular occlusion is just confusing. 

    Looking at the Specular Occlusion map, it seems not dissimilar to a standard Specular map from the Iray Daz uber Shader skins.

  • lilweeplilweep Posts: 2,561

    if i go into Substance and put a random human skin material on  a figure then view it in the roughness channel - looks like a standard roughness map to me.  So if you just export roughness on a gray channel it should be fine...

     

    ive never made skin in Substance Painter because it looks tedious and difficult.

    roughness.JPG
    2104 x 1082 - 252K
    roughness2.JPG
    1134 x 724 - 129K
  • MelissaGTMelissaGT Posts: 2,611

    At this point, I'll just say that I'm glad I prefer the Uber Shader and that I'll be sticking with that for the forseeable future. The new shader looses too much with not being able to use scatter and transmit intensity. 

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