Hi
I’m currently following Laura Gallagher’s character artist course at Outgang and I’m following her lesson on tertiary details. Unless you’re a member of the site, you won’t be able to access the course/video. But essentially, her process is to use a pore alpha in the Noise Maker to add a directional base for the skin. Her mesh, and the provided model, are UV unwrapped. Not sure if she did that in another package or with UV Master. She has her alpha/noise set to UV, too.
I’m currently working on my own head/model. I’ve tried unwrapping manually in Maya, and with UV Master, and the UVs aren’t brilliant, but they should be fine, right…?
The mesh’s lowest subdivision isn’t that great regarding its topology:
When it comes to loading up the alpha, the preview displays it fine. I’ve adjusted the various settings to get something I like, but when I see it on the mesh, and even after baking it down, it doesn’t look the same. The centre of the pores are too dark and it’s lacking that soft fall-off similar to how the lecturer has it in her video:
Mine look like there are freckles all over the place. And there’s evident tiling.
I’m really not sure what to do or what I could try to get the right look. I’ve got to a point where I need to leave it for the night and go to bed, but it’d be great if someone could help me with this. Or suggest something it could be or what I could try.
Thanks