But if the basics are laid out well, that can be a great help. I know a very good bumpmap will always requite some hand painting. #PIXPLANT SHADOWS SOFTWARE#In such softwares, how does one use normal and bump map together?Īlso, is there a good software for making bump maps? CrazyBump or PixPlant make everything else but that. I know this is not the most relevant thing that could be asked here, but in certain applications, such as XSI, there is no separate port for plugging in the normal map, hence the bump slot has to be used. You’ll find it better later, as you can easily tell your software to fade the very fine bump map details out at a certain distance when they wouldn’t be visible anyway. Pores in the skin, slight bumps and fine texture on a model, don’t need to be done with polygons or normal maps. Just because you can have millions upon millions of polygons, doesn’t mean you need to. Though you’d get better results at such fine details by using methods to paint onto the new bump map texture you just made, itself and not colorizing the mesh, as you’ll be painting details that are much finer and smaller than the polygons you have. If you want to paint bump maps in ZBrush, just make a new texture, then change the Material to bumpmapviewer, then paint grayscale onto your model (or clone the model, remove the polypaint and do it that way. But they’re just as useful, more-so these days as they combine nicely with normal maps for getting the super fine tiny details, where having the directional lighting features of normal maps would be overkill or not even be seen. People underestimate the usefulness of bump maps just because normal maps exist these days. It is a good technique for polypainting though, because low res mesh still looks good with high res. Raising the subdivision to make normal map actually makes no sense, because since you cannot really use the high poly mesh for rendering, there is no point in generating a normal map that would possibly support that high poly mesh. Then I would delete lower subdivs and bring this to Max. If I were you, I would bring the subdivision down to a level where some basic deformation is showing, but the mesh is not too low poly. Using both normal and displacement map on the same mesh considerably adds to the render time, but if you must do it, then put the very large details on the displacement map, and the very fine details on the normal map, because displacement map is no good for fine detail, unless we’re ready to accept very long render time. But if you use Photoshop, or CrazyBump (which is exorbitantly costly so it is less likely that you’d get it just for this purpose), then you can easily enhance detail of the displacement map using the same. Inside Zbrush, there are not many options to change the intensity or detail of a displacement map. You have to plug it into the bump map channel and apply it on the tangent space. Normal map does not have a separate normal channel. If you already have a normal map, which is addressing each and every normal in the mesh, why do you even need a bump map any more? I do not know Max, but I do know XSI, which also uses Mental Ray. Painting bumpmap in Zbrush does not make too much sense, if you ask me. Is it a good idea? Use displacement to Subdiv 5 and use a normal map for Subdiv 7?Ĥ- Finally, how do I render a normal map in max using Mental Ray? Placing it on the bump map? You’ll now have a displacement map for medium frequency details and a normal map for high frequency details.” Now switch to a medium subdivision level and delete the higher levels. Save the tool so that you can come back to the high resolution version later if you need to. “What you would do is sculpt your high resolution model and create a normal map for it. Some of the details are not “clear” enough to show up on the displacement map.ġ- Should I create a bump or normal map? I tried applying a normal map on the displaced character and I can see more pore details but it seems to increase the detail that is already there, is there a way to only add more detail?Ģ- I also read that I could “paint” a bump map but I already have the pore detail modeled, is there a way to transfer that detail to a bump map automatically? I’ve finished modelling a character and created a displacement map.
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