ZBrush Character Creation - Advanced Digital Sculpting 2nd Edition

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322 chapter 9 ■ Normal Maps, Displacement Maps, Maya, and Decimation Master


Figure 9.38 The final render with a single displacement map

Figure 9.39 This image illustrates how a Subdivision Approximation setting
that is too low will reduce the visible details.

Setting Up Multimap 32-Bit Displacement Renders in Maya

In this section we’ll look at rendering a character using multiple displacement maps.
Multiple maps are desirable when you need higher resolution in the finished render so you
can spread the entire character’s detail across multiple maps. With this technique, you can
have 4096×4096 pixels of displacement detail for the head, arms, and body as opposed to
spreading the texture space across the entire model.
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