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Last Visit: 6 weeks ago
Draw till you can't draw no more
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Notes: f.bat In this render I use a base vertex color of 50% grey for all materials. This darkens them significantly and all lights have been made brighter to compensate. So why do this? Well, it allows you to brighten materials by brightening the vertex color. I used slightly brighter (30% grey) vertex color for her eyes and hair to bring them out more. The ability to alter the 50% grey up and down to adjust the look of the material feels very nice. When a pure white vertex color is used you can only go darker, never brighter.
Inspired by how saqune used the default wet maps, which looked great imo, I wanted to test something similar in Toolbag. Toolbag doesn't support bump maps, but the wet maps can easily be turned to normal maps, so I did that instead. I like how this looks, especially from afar. The skin uses a dual mesh setup, which can be done in Toolbag without any z-fighting issues. The first mesh has the skin material. This was made very glossy, but to prevent an oily look it uses a noisy roughness map. The second mesh is a transparent overlay that uses the wetness map as a normal map, occlusion map, and transparency map.