Maps making
Texture Map ( aka Diffuse)- holds color information
Displacement Map- holds sculptural details in a grayscale map. - Actually applies the sculpt to mesh. White- pushes out, pure white is the farthest, black pushes in. 50%grey- nothing.
Displacement Map- holds sculptural details in a grayscale map. - Actually applies the sculpt to mesh. White- pushes out, pure white is the farthest, black pushes in. 50%grey- nothing.
Vector Displacement- am RGB map, that hosts sculpt information. The red is nothing. It looks at what way the things are shifting to. Holds millions of colors- a lot more info hosted than regular displacement. Vector Disp also holds undercuts, unlike regular Vector Disp.
-Tangent VD- just USE THIS
-World VD-
Normal Map- hosts sculpt, uses RGB as well, but relies more on the lighting. -Does not change form, only fakes to make sculpt appear as smth close to what you need. It wont change the silhouette. Normal map is good to host like small details- pores, cracks etc. Use both maps, Normal And Displacement- to save time.
the types of normal maps:
-Tangent (can be done in zbrush) - most popular- just use THIS ONE
-World (can be done in zbrush)- environments-
-Object - environments-
In Games they use
- Texture map
- Normal Map
- Ambient occlusion (AO)
- Cavity Map
- Spec Map (Can be done out of Texture Map/ Cavity Map and painted by hand)
//Lavel of Detail (LoD) - when the game renders the environments beforehand and gives more detail to things, close to player and less to things farther in distance. Then as you move within a game, it swaps the resolution of things.
In Films
- all the above+
- Shadow Map
- Shadow Map
- SSS Map
etc.....
turn Adaptive on
Smooth on
Morph Target
- 1 per subtool
- stores only at one subdiv level
You can store the original before you devide. Before you make any maps and changes. This way you can always bring it back.
Make sure when you generate the maps, you STORE the morph target.
If you are at low level-> Store Morph target, Import the original.
Make sure when you generate the maps, you STORE the morph target.
If you are at low level-> Store Morph target, Import the original.
Make the maps from the state, everybody has in the pipeline. To do that, after you have sculpted all the details, go to the lowest level, switch to the original that you have stored beforehand, generate maps from The Original by switching to it.
Morph target remembers the state.
*Rendering outside*
In Render settings in Maya-> Window-> Hypershade-> Add tessellation.
You need to add "geometry" to the render, that displacement map gives you for the result to match what you see in ZBrush.
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