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Hi again. Been testing zbrush2 little bit on evenings this week (busy finding a place to live in…)
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I have read many posts talking about how cool it is / would be to use displacement maps in 3dsmax / or any other 3d package - but yet no single animation test with displacement maps here!?! (…or have i missed them
?)
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So, i thought i would try to do it myself
- before Z2 generating displacement maps for organic shapes without custom tools would have been too hard
Workflow:
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Took my old quick model, which i posted earlier
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Made continuous UVs in 3dsmax
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Calculated and exported displacement map
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Skeleton setup and skin weighting in 3dsmax - Sorry for quality! - i did the skeleton and skinning in 30 mins after i came to home
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I find this technique to be quite ok for animation and still shots.
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It is not suitable for objects with sharp displacements, that stuff is for micropoly displacements (rendertime)
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Seems like displacement map pixels hold their directions quite well even with extreme displacements - But i’m new to displacements - have to test more
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I have also done tests with fullbody characters, detailed in z - I will do a test animation with mocap animation, but i think i won’t have time to test it before next week
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Please check the animation too! it’s in DivX 3 or 4 format (200kb):
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For those without video, random still frames…
[img]http://www.cgmill.com/ss/temp/images/20040422_smiling_man_anim2.jpg[/img]
Original zbrush cage object and displacement mapped object in 3dsmax:
CnC welcome!
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