Low poly Orc with Normal and Cavity baked maps

Much repetition in this one. Had some issue, with the options and baking steps.
Easy to forget something. But I could solve them all (after a night sleep).

I’ve still some strange issues with sharp edges. Like the nose and front skirt. I think because of too low poly. But strangely enough, these are also the places with problematic sculpting. The normal and cavity map, show no sharp edges.

I also find that the cavity map doesn’t add something the model. I even increased its strength.
But finally, we can start to paint this mean Orc.

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He is Looking good.
Cavity map? Not heard of that one before.

I’ve never heard of a cavity map either, so curious to hear about it.

@NP5 and @Miss_B,

Yes, new to me too.
It’s just a shadow helper, It darkens the color, where there are dents, creases.
I would call it a bump map. But instead of using the bump node.
The cavity map is added to the color input.

To bake this map, we’ve used the pointines input for calculating the sharpness of things.
I always thought the pointiness tool was broken, but here it works.

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