328 chapter 9 ■ Normal Maps, Displacement Maps, Maya, and Decimation Master
In this section, we explored the two major
displacement map types that can be exported from
ZBrush, and you learned how to set up models and
shaders for displacement in Maya. By combining
your texture map, displacement, diffuse, and bump
maps with a subsurface scattering shader, you can
achieve renders like the one shown in Figure 9.51.
The ability to capture the high detail of your char-
acters in other renderers allows you to take your
work to the next level, breathing life and animation
into your work. In the next section, we’ll continue
looking at difference maps in ZBrush by discussing
Normal Maps
Normal Maps
Normal maps are color maps that represent the surface
normal direction of any given point on the model. They
allow a renderer to create the impression of a highly
detailed surface on a low-polygon base. Figure 9.52
shows an example of a normal map and the rendered
result on a model.
Normal mapping differs from displacement in
one major way. While displacement mapping makes
actual geometry at render time by subdividing the
mesh, normal mapping creates the illusion of a highly
detailed surface without changing the geometry. The
benefit of this is speed, but the drawback is that the
silhouette of the model will not change. In Figure 9.53,
the character on the right is displaced while the char-
acter on the left is normal mapped. Note how the pro-
files are still angular on the normal mapped figure.
For this reason it is imperative that the base
model be optimized to best represent the overall pro-
files of the model when you will be normal mapping.
If your low-polygon mesh is too low and does not
represent the form of the high-res, you will end up
with errors in your normal map at worst—or at least
a normal map that is unconvincing when displayed
on a faceted model.
Normal maps offer a superb way to create the
illusion of a highly detailed surface on a low-polygon
base. Normal maps are actually generated from bump
maps when processing; this process is invisible to the
user but understanding it will help you understand
the inner workings of the normal map.
Figure 9.50 Mesh artifacts in render
Figure 9.51 The Stingerhead character rendered with dis-
placement and subsurface scattering