the subtle brush-like shadow definition in his face is what i'm looking for. it's uncommon in normal mapped characters due to stark contrasts in lighting and materials
@inlimbo
Are you talking about the shadowing built into the texture where an artist has intuitively simulated Ambient Occlusion. ('brushed shadows').
Seeing this post reminded me of a discussion I was having with a couple of artists about car models back in the Dreamcast era (painted shadows..) vs modern console high poly era (model everything..), and vica versa going to mobile, going back to previous level hardware with the benefit of what we've learned.
I asked them, what's easier to author: - high poly art that you use as source for render-mapped low res+textures (AO, normals maps,specularmaps) or build low-poly, and paint the high detail, as we did back in the olden days.
I don't have a definitive answer ie. tradeoff of quality / time. AO channels also a good guess for specular channels. (raised areas = more specular..)
Looking at old art, it seems to me a lot of the hand-drawing was simulating 'AO' as opposed to directional light - which is why simply old taking color images and inputting into a normal map generator isn't a complete loss as I always thought it would be
I'm intrigued by the idea of 'crowd sourcing' up-res (more pixels + additional layers..) for old games .
@Davros - 'softening the normal map' - is that in effect an 'art-hack' for 'sub-surface scattering'
? (similarly, the 'brushed effects' an artist would intuitively paint into olschool flat textures would be trying to capture some SS effect)