Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It IS about "skin(costumes)" the skins created in tennogen (when it comes to the body) consist of custom diffuse, emission, normal, roughness, specular, tintmask rgb, and tintmask alpha maps. WF doesn't have sub-surface scattering so there will always be an amount of unnatural sheen to surfaces. However this is why I recommended breaking up the texture map on the "red", and/or "yellow channel to help mitigate this by making them less smooth, or adding in patterns.
That's the first thing that crossed my mind looking at the helmet. I REALLY like the entire skin, but perhaps add a horn at the forehead. I feel its an iconic part of his design; even a slight spike or stub would be great. It'll nick my wallet either way though.