I looked it up and you're right. Photoshop uses the term "Displacement Map" for this process you've done. That's terribly confusing of them, since the term "Displacement Map" is much older, and is used to displace polygons in a 3D render.
I simply intended to prevent people from thinking the displacement map they create here is the same thing they'd apply to a 3D model, since the whole purpose of this tutorial is to create a specular map to apply to a model.
The issue with the hurt eyes was something I forgot about. Lucario's hurt bones didn't work how I thought they would. I had originally modeled an entire second face that lined up with the hurt eyes, but the original face didn't disappear when the hurt face appeared. Even though it was attached to the HeadM bone. So I just deleted the second face, and I forgot the hurt eyes were different. I can fix that.
The other pic where the eyes are gone completely I'm less sure about. Which version of the model are you using and what are the circumstances that make the eyes disappear?
The reduced cheekbones might make it look more like the in-game model, but it makes it look less like the official art, which I prefer the look of. I'm not a big fan of the increased distance between the nostrils and the mouth, either. It makes him look less fierce. More friendly. I modeled him with a downward tilted snout specifically because he's tilting his head down in the official art.
You can do what you want with the model, that's what Share-Alike means. But I'd appreciate not having my thread cluttered with minor cosmetic edits and arguments for or justification thereof. If you do something more substantial or cool that involves my model, I'd love to see it, but otherwise, have fun, I don't need to see any more.
Just a quick correction. That's not what a displacement map is. You're doing a displace filter in Photoshop, but it's not really the same thing. A displacement map actually changes the geometry of the model you apply it to. For example, you take a flat cube, apply a brick-pattern displacement map, and then when you go to render, the cube will now have actual brick geometry.
I'm up for giving it the old college try. I'm correct in assuming the textures you do have are pretty much worthless, and we're starting over from scratch, yeah?
My only disappointment is that you did not name the download file "Moetwo[Vaanrose].zip."
I was totally expecting that.
Considered it. But the average person probably doesn't even know what "Moe" is. I just got a PM telling me his name is already confirmed as Mewthree, too. >_>
Everything looks great except for the face IMO =/ His face looks flat and you can really notice on the second screenshot.
Explain. His face is basically the only piece of official art there was when I started modeling (the day he was announced) plus his in-game model (which is much flatter. Doesn't even look like the art, in my opinion.)
Nope. Normal maps are different than Spec maps. Spec maps affect how much light bounces off an object; an object's shininess. Normal maps affect what direction light bounces off an object; how round is the object. They're best used in conjunction. Until a day or two ago I didn't think Brawl used normal maps, but BJ said he found normal map calls in the files. So... theoretically they work. Check out Nanobud's spec map tutorial. That's where we talked about the differences more in depth.
I only brought it up because the only reason to do a high-poly sculpt is to create a normal map, and sometimes a texture map. And it looks like Kage is using Zbrush. Or maybe Mudbox. But either way, not a model that will actually work in game in its current state.
Looking at this, his textures a tad too bright IMO.
He looks awesome all the same. I wish I had your patience and skill, man. : C
Yep. Haven't even touched the shaders. Whenever I import straight from Maya the shaders are aways too bright. I wanted to make sure the rig worked before I changed touched the materials.
No need to release the Lucario version on it's own when the Mewtwo one is basically finished.
The new head animations work on Newtwo only, all other Mewtwo characters use the default ones. It's pretty cool. I had hoped one-slot animations would work, and there you go. They do.
There will be three versions: wi-fi safe Lucario, animated tail Lucario, and Mewtwo PSA version. I've modeled him blinking and hurt expressions, just have to set them up. Plus a spec map. And recolors.