If I understand what you mean... I think you could bake it into the textures anyway? Considering you have two textures if some areas have to always be shaded you can have it the same tone on both of them. If you don't mean that, could adjusting the gradient in some way solve the problem?
This is a good method, but still, if the light moves from top to bottom, then this method will not work, so I’m waiting for a video with setting the normals.
I already did a video for setting normals I didn't set up the X axis there but you can use the same principle I use there to do it with some time and effort. Essentially you're using a UV sphere to assign your planes. Problem is it doesn't work well with shapekeys/deformation.
Just found You, your channel is a true hidden gem! Thank you for the great stuff!
NICE
Wonder how to apply a secondary shadow to this? Like shading the eyelids while already shaded or use first shadow in that area when mostly lit
If I understand what you mean... I think you could bake it into the textures anyway?
Considering you have two textures if some areas have to always be shaded you can have it the same tone on both of them.
If you don't mean that, could adjusting the gradient in some way solve the problem?
@@facepalmedev You're right.I could involve a third color with ramp
I have an issue with the light direction. the bright part is on the opposite side of the light
nevermind, turns out my lights x rotation was on negative
This is a good method, but still, if the light moves from top to bottom, then this method will not work, so I’m waiting for a video with setting the normals.
I already did a video for setting normals
I didn't set up the X axis there but you can use the same principle I use there to do it with some time and effort. Essentially you're using a UV sphere to assign your planes.
Problem is it doesn't work well with shapekeys/deformation.