ZBrush Character Creation - Advanced Digital Sculpting 2nd Edition

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


Space Normals (Figure 9.63). This tells the renderer to interpret
the bump map as a normal map and not as a grayscale map.


  1. Click the downstream arrow next to the Bump value. This will
    open the file node driving the bump map node (Figure 9.64).
    Here you can load the normal map. Click the file browser
    menu icon and select the normal map exported from ZBrush.
    That completes shader setup. Now create a directional light
    by clicking Create → Lights → Directional. Rotate this light to illu-
    minate the model. You can switch to lit view by pressing the 7 key
    on your keyboard. Maya is capable of displaying the normal map
    in the viewport. To turn on normal mapping, click Renderer in the
    Viewport menu and select High Quality Rendering. Select Shading
    and click Hardware Shading. The normal map will now display in
    the viewport. The map can be rendered like this using hardware
    shading or through the mental ray renderer. Figure 9.65 shows this
    character rendered in the viewport as well as in the software ren-
    derer using Final Gather and Image Based Lighting.
    To render the normal map with mental ray, choose Window →^
    Rendering Editors → Render View, and select mental ray as the ren-
    derer (Figure 9.66).


Figure 9.60 The Blinn shading node in
the Attribute Editor


Figure 9.59 Creating a new Blinn shader


Figure 9.61 Select File in the
Create Render Node window.

Figure 9.62 The bump2D node

Figure 9.63 Set Use As to Tangent
Space Normals.
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