Just thought I would share
Displacement working on a Character made with SkinGen without a seam/crack and give Reallusion insights how I did it.. because I really hope they will add masking/blending or pixel matching soon with corresponding
displacement textures
Method used: copy normal map to the
displacement channel, adjust the texture's softness level to 1.0. In this quick example I made the
displacement map symmetric so when the sides meet at the middle area of the back of the head, the pixel light/dark values are similar.. they can't be abrupt at the middle area where the texture's edges need to meet wrapped around the head. Reallusion could add masking, blending or add pixels on the edges so the pixel tone is the same. I didn't even have to subdivide the character, it had enough resolution for the
displacement to close properly. By default the normal map is almost ideal for
displacement, there is a bit of discrepancy of matching pixels and this might be an issue of layering normal maps in SkinGen and baking them. There is a program called "Normalizer"
https://beta.friendlyshade.com/normalizer which combines normal maps mathematically correct by converting all pixels to vectors before any operation. I have a concern that SkinGen simply layers normal maps on top of each other and is expected to just work out. When i look at the end result of layering, the shadows from normals on cheeks connected to the nose and neck wrinkles don't seem to change with the lighting angle but rather just make the face look dirty or as if darkness is painted on the face. Anyway you can see how powerful and simple this method is just using a normal map as a
displacement map.. details such as pores are now possible! no more flat surface, just imagine this used for large creatures with soft body physics based on the character's weight maps (which areas contain more fat or loose skin and parts that don't)
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