Thursday, March 12, 2009

Project3_Displacement map, normal map and bump map

Displacemen map

There are several ways to creat displacement maps.
you can use maya, body paint, mudbox, or Z-brush.

I used Z-brush Displecement map because it gives better quality to my work.

I exported my base mesh as an obj file and imported to Z-brush. Then I did as much sculpting as I can.

Here is my z_brush detailing.


When I felt done for detailing I exported 32bit displcement map using Z-brush displacements.
I created a displcement node in maya then tuching option in maya.
Under coloer balance, put alpha gain 2.2 and alpha offset -1.1
Go to window->rendering editor->mentalray->approximation editor.
Create subdivisions and put numbers for 3~5. This will give you fake subdi meshes when you render so displacement will appear better.
Origonal Mesh(7600 polygons)
Origonal Mesh with Displacement map
with Texture map(SSS shader)

Normal map
I created 16bit normal map with Z-brush.
normal maps are usually for game characters which need qualities with light weights.
However it is good to use normal map when you are using displacement maps.


I also used normal map on her swim suits too.
Here is the normal map on her swim suits.



Bump map
I created bump map from my color map texture.
In photoshop I desaturated the image and gave more contrast by using curves.
I gave very little amout of bump depth because I already have enough bimps using displecement and normal maps.


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