ZBrush Character Creation - Advanced Digital Sculpting 2nd Edition

(vip2019) #1

Normal Maps, Displacement Maps,


Maya, and Decimation Master


After sculpting and painting your character in


ZBrush, you may want to transfer your work into another application such


as Maya or 3ds Max for animation and rendering. Your final product may


be for film, video games, print, or even a 3D rapid prototype model created


on a 3D printer. By giving you a method for rendering your ZBrush work


in other applications, Pixologic has opened the door for ZBrush to become


a staple in professional entertainment industry pipelines.


Although most applications cannot render millions of polygons—and


at this time no application can animate a mesh with such a high polygon


count—you can still use your ZBrush asset in a visual effects or game


pipeline. By using difference mapping, you can re-create your high-polygon


digital sculpture in a suitable renderer. Decimation, on the other hand, offers


the ability to export your actual 3D model with all the high-frequency detail


while maintaining a workable file size. This ability to maintain detail within


a workable file size is very important when the final product is to be 3D


printed to create a physical model from 3D data.


What’s a Difference Map?


Before we proceed, it is important to understand the concept of difference maps and how
they function. In this context, the term difference mapping refers to texture maps generated
by calculating the difference between two surfaces, usually a high-resolution polygon mesh
and a low-polygon counterpart placed together in world space so the program can find the

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