Hi all,
I’ve recently run into a workflow stumbling block. I’m creating a worn leather glove, and I’d like to be able to bake out separate sorts of detail into separate maps that I can combine and tweak in Renderman. For instance, I’d want one map to have the displacement for medium sized wrinkles, while another map has the displacement for the finer surface noise and cracks. It’d also be handy to have these separated to use for various masks as well.
Does anyone know the best way to go about separating these types of details in zbrush? I figured separating them by 3D layer would be my best bet, but I have no clue how to then bake the detail found in a layer out as a map. There was also a method I tried involving creating the detail in a morph target and checkign the right button under the multimap exporter, but that didnt seem to give me the results I wanted.
Any ideas or direction would be great, thanks!