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Vascular Normals are always different on the head

Posted By NexVice 2 Years Ago
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Vascular Normals are always different on the head

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NexVice
NexVice
Posted 2 Years Ago
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No matter the model, even in the demo or neutral clean from scratch, the issue is the same.
After months working on a personal project at the end I found some shading differences between the head and the arms or back, being the head the most noticeable.
After digging down thinking it was Unity, Blender, or maybe a bad Photoshop editing, I discovered that the normals of the areas where the veins are not exposed, are different.
In Photoshop I found the purple color (or value) in the edges of each normal texture (body, head, arms, etc) are not the same which leads to a shading that is never smooth.
After digging deeper I found the source being the issue, without any modifications, controls being linked in a brand new character, the shading from Vascular normals are different, either Light or Heavy option.
Can the CC4 Team fix this?  I tried to compensate with sliders but I never get smooth results, and I tried manually in photoshop after export but I never get a smooth result unless I just flatten with a sample color and get rid of like 40% of the veins. Otherwise I have to go flat, no Vascular normals.

I will be attentive to any questions before CC4 fix this.
Thanks in advance and have a great weekend!


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4u2ges
4u2ges
Posted 2 Years Ago
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Kevin's normal maps are flat terrible to begin with. And yes, those vascular normal maps require tweaking as well.
Here is what you can do meantime:
Extract normal vascular maps for Head, Body, Arms and Legs from Appearance editor, set the Normal Strength to 0 for the Vascular and exit out.
Then in Photoshop place vascular maps on top of normal maps launched from materials and use Overlay option.
It might not be as strong, but at least you'd get some bumpy appearance.









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