The 2nd step can be done in Substance Designer, and yes, you will need to bake the normal maps from the original hipoly if you decide to use the decimated version. Next I went into Zbrush and loaded the normal map texture and smudged the broken seams to blend better. ⚬ Import the displacement file in the Alpha Brush panel. Videos you watch may be added to the TV's watch history and influence TV recommendations. What is normal map ZBrush? A normal map is just a map (texture) where the values given are the surface normals at each point, rather than the bump height value. Like they interpret those polygons as areas that dont belong to the rest of the model, like they're actually outside of the UV map's outline. matcap specular, cavity map, and probably more. 3 - Here you can find the main settings for your Ambient Occlusion. So, for example, you can build a polygonal mesh as normal, send it to ZBrush – to add some fine detailing, create UVs, normal and displacement maps etc. So, applying displacement maps, delete UVs, recreate appropriate UVs and bake N-maps will work. Explore Hsiang Chan's board "Normal map" on Pinterest. NOTE: While you can load the normal map in iClone or Character Creator keep in mind that Character Creators normal map channel is set to 50 percent by default.
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