The last of the skulls (not including neanderthalensis & sapien)
I then baked out the zbrush infomation using xnormal to create: an ambient occlusion, normal and EDT & EMB Cavity maps. The cavity maps will be used in conjunstion with my ambient occlusion to create a base for my diffuse maps. I then created a specular map using photoshop.
Homo ergaster example:
Here is what they look like in UDK without diffuse maps:
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