This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
You have done nothing wrong you just need to understand what a bump and normal map do they just give the effect of pushing in and out polys. You have two choises export from mudbox at a higher suddivision or creat a displacement map..........dave
okay a bump map works off the blurred grey color values between black and white (rgb 0 -255)
White is the high point ( upper most surface) while black is the lowest point (cracks) . The map is essentially a texture map that gives the effect of a bump in what is a flat surface. It just the refraction of light that give it an embossed feel in the render. so even if you turn the model around and look at profiles you will still get a flat surface.
Normal mapping is similar but works of high resolution geo to be turned again into a texture...but the difference is it works of the surface normals or its vectors depending which way the surface is facing giving you a better sense of detail...but again if you rotate the model in the render the geo is still essentially flat. The normal map is better than a bump but still works as a 2d texture but with a greater output
If you want to do it where it doesnt look sprayed and more defined then either do a displacement map or model in the extra geo. I dont think it will hurt to add the geo at the end of the day - if you are sensible with you polys....
i did the displacement map and it made me a bump map which was all freaktified. I looked at the map itself and there was barely any grey it was mostly just black and white. I eventually just exported the whole model at lvl 2 with the normal map (which is pic 1) the poly count was only like 54k which is manageable IMO. I tried it at lvl 1 which was at 16k polys but i wasn't getting enough definition.
thought I'd share a couple of alphas that Ive done for personal use. They are ready to go and tweak as you will in the alpha modifier section of zbrush.
the first one called 'Che' is a real skin texture from the main cheek area of the face. When I use it I modify it to my needs in zbrush. Here are the settings...
RF (radial fade) = 16 and the contrast = 1.77
edit: for the blur setting, do as needed because if you are using SSS on a head model the bump will get softened in the render so I tend to keep mine fairly sharp 'ish'
well again had a few hours tonight for myself again, so been continuing with a tute for SM, its close to finishing now thank goodness....bit also had some time to get my teeth into dynamesh a bit more, although Ive tinkered with it before, I haven't really had much use for it or time, plus Ive been doing alot of mudbox at work as well, so thought I'd do this Batman mask from a dynamesh sphere. Its only 42k polys so far and Ive been making full use of the trim dynamic brush with a little bit of standard brush, and of course smooth. Spent around 2hrs on it thus far...
If I get a chance I try and retopologise it 3d Coat, before heading to maya.....hehe when time allows though
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