ZBrush Character Creation - Advanced Digital Sculpting 2nd Edition

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



  1. Click the arrow next to Bump Value to access the file node, where
    you will load your bump map. Remember just like the displace-
    ment map, this is based on 50 percent gray, so be sure to set your
    Alpha Gain value to 1 and Alpha Offset to –.5 under Color Balance
    in the file node.

  2. Render your model to view the bump map effect on the surface.
    Figure 9.45 shows a character whose details exist only as a bump
    map. These can be indistinguishable from displaced fine details and in
    many cases superior since they require less render time to produce for
    the same visual effect. Figure 9.46 provides another example: the sphere
    on the left is fully displaced. The sphere on the right has a displacement
    map driving the form, while another displacement map loaded into the
    bump channel handles high-frequency details.


Figure 9.45 This character’s fine
details are carried entirely by bump
mapping.


Figure 9.46 By using a displacement map in the bump
channel, you can sharpen the fine details with minimal
impact on render times.

Common Problems When Moving into Maya


When you’re preparing a model for sculpting and displacement extraction in ZBrush, the
mesh needs to be clean. By clean, I mean it should consist of all quads (or at least nearly all
quads). Avoid triangles, poles (points where five edges or more meet), and n-gons (faces with
more than four vertices). If you find you must have a triangle, hide it in an inconspicuous
area. Triangles and n-gons may cause artifacts at render time. You also want to ensure your
vertices are all welded and that there are no nonmanifold or lamina faces. You can resolve
all of these mesh issues by using the cleanup tool. Follow these steps before you start sculpt-
ing on the model as they will potentially alter the vertex order of the mesh.


  1. Select Polygons → Cleanup → OP to open the Cleanup Options dialog box (Figure 9.47).

  2. If you choose Select Matching Polygons in the Cleanup Effect section and check only
    the 4-Sided Faces option, click the Cleanup button and Maya will select all the quads
    in your mesh. You can then use Edit → Invert Selection to select the nonquad faces.
    Often, I will assign another color to these faces to keep them visible and continue
    working the topology until I have an all-quad mesh.

  3. Still in the Cleanup Options dialog box, choose the Cleanup Matching Polygons and
    select Lamina Faces and Nonmanifold Geometry in the Remove Geometry section.

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