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Buddy, this is the movie version, not the actual canon version.
If you were to compare the diffuse maps for the face of William Afton and the face of Bill, you'd see a remarkable difference in detail. The details on Afton's diffuse texture seem to be very light, with the occasional brush stroke to emphasize a detail in Afton's face shape. With Bill's texture, however, it's undeniably obvious that it's Bill's face. If you were to strip away the hair cards, normal maps, ambient occlusion, and even phong on both models, Bill would still be easily recognizable with his color map alone, while Afton would look a bit inhuman (not taking into account the silhouette of the models).
That isn't to say that not having much detail in diffuse maps is a bad thing. If you were to look at, say, Nintendo's inkling models for the Splatoon franchise, you'd see that their diffuse textures for the inklings' skin are quite literally just gradients. But given your repurposing of model parts from Suits and Robbers and Black Mesa, I'd assume you're wanting to go for a more realistic art style. If that's the case, I think being more aggressive and detailed in making your color map might be beneficial the next time you make a model.
In regards to the hair cards, perhaps you can also replicate what Valve did for their models! It seems that what they do is sculpt the hair as part of the model to get the overall shape down, and then use hair cards to "floof" it out a bit. You can especially see this technique used with Nick's pomade, Ellis' hair, and Rochelle's dreadlocks! Though this may be hard to apply to Lillard's messy hair, perhaps you can try making a compromise by sculpting the bulk of it, and "floofing" it out with smaller hair cards? That way, the see-through hair phenomenon with Afton could be mitigated.
And for the beard hair, it seems like there are multiple ways of going about it. Coach, Nick, and Ellis all have lighter amounts of facial hair, so the hair's just on their face textures. Bill and Francis, on the other hand, have fuller facial hair, so Valve ended up giving them a hair card on their face. Rather than having the multiple tufts of hair that come out of Afton's model, though, the survivors' beards seem to simply be translucent overlays wrapped around their faces, like a mask. Even then, though, the way you did Afton's beard isn't that bad! If you added some more visible beard hair to his face texture, perhaps it'd help blend the protruding beard hair with his skin?
Lastly, I ended up copying the phong parameters for Francis' face's vmt file over to Afton's as an experiment. While Afton looked considerably greasy, I found it pretty astonishing how the phong actually helps highlight some of the imperfections in Afton's face, and helped him look more human! I think it might be worthwhile for you to consider playing around with Afton's phong parameters, specifically phongboost and phongexponent.
TLDR: add more detail to diffuse map, sculpt the shape of Afton's hair and make the haircards smaller, maybe make beard under beard, and play around with phong.
I hope these suggestions are helpful! And do keep in mind that I am not a modeler. This is merely speculation on my part.