So on the plus side, I’ve found out what was wrong with my normal map. R&G needed to flip in blender and I hadn’t hooked up my heighmap cos I thought they were doing the same job. Turns out they’re not doing the same job. If I’m reading this right the heightmap is doing bigger volume displacement than the normal map and then the normal map is kind of applied over that?
So yay! - I have all the texturing coming across from Substance Painter now and it looks… hellish! The story was I lost a lot of the sculpt detail from the original Medium sculpt when I retopo’d and made it symmetrical again. I tried to paintsculpt this back in in substance painter but I think that’s only going to get me up to a point.
The worst bits are the bottom of the nose lobes, where they’re supposed to curl into the nostril. I’m not sure if I might even have to remodel them or if I’ll be able to just sculpt the missing part in and carve out the folds?
Hair wise, I spent most of last night fighting with settings to try and not make it look all crinkled. Turned out my render steps were too low but I pretty much tried every option on the board until I got there. It didn’t help that I had plenty in the preview so everything always looked fine until I hit the render button and waited half an hour!
At least now I have a pretty good feel for how the hair works and I just need to knuckle down with some reference pics and figure out what goes where. What would be insanely useful is if I had some way of making different hair emitters show as a different colour in edit mode? Everything is just showing up as flat grey and it’s kinda hard to follow when different strands are intersecting with each other. Ideally I could assign each strand a primary colour until I was done editing. Is this possible? Where does the shiny grey look come from?
I’ve reduced the eyelashes. A bit too far, I’ll have to split the difference but I just found out I can control the origin points with a checkbox on the toolbar which is a game changer. Come to think of it, this would probably have saved me creating a separate mesh for the main hair and then all that aggro last night but hey, aggro is how I learn so no point crying over spilt milk.
Oh and eyebrows! So I painted out the diffuse and one of the bump layers in Substance, leaving the base pass there cos I reckon it’ll come in handy for volume but christ does it look creepy now! I’ll get on that tomorrow. And the eyeballs as well - need a total remodel. At least I know that if I get to the end of this journey and she still looks the suck, all I have to do is flip the normal maps round the wrong way and fudge the lighting!
And to think, all I thought I had to do was rig up the face and push a bit of expression in there. Haven’t even started down that rabbit hole yet. This may take quite a while!