ZBrush Character Creation - Advanced Digital Sculpting 2nd Edition

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■ Common Problems When Moving into Maya 329

Figure 9.52 This character is rendered with a normal map. This mapping method gives the low-
polygon mesh seen on the left the appearance of high-frequency details, as shown on the right.


Image courtesy of Secret Level/Sega and Gentle Giant Studios

Figure 9.53 The model on the left is normal mapped whereas the right is
displaced. Note the visible polygon facets on the silhouette of the normal
mapped model (especially in the shoulder) and how the details do not trans-
late into the silhouette.


Model by Jim McPherson
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