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placing displacements and textures before putting folds in shirt

[shirt in max.jpg]
Hello everyone,
This is a shirt I have started in 3ds Max 8, I will import it into zbrush for detailing :+1: . I was wondering if I could paint my textures and do some displacement or bump maps on it. Then sculpt in all the folds which are too heavy to use displacement maps for(I think). I’m worry about my textures and fine displacements being damaged by heavy folds being put in latter.My thinking is that it would be easier to do the displacements on a flatter surface. Or is it much more practical the other way around, which would be folds first then fine detail.

The thing about multi-resolution subdivision editing is that you can work in a non-linear fashion. Go to whatever level makes it the easiest to edit the model at the moment. For example, you could drop down levels to add folds since they are easier to create with fewer polygons. Then you can return to higher levels to add more fine detail.

When you’re done with all of your sculpting, you can go down to level 1, restore the base mesh that you’re animating, and then create your displacement map. That map will include the folds in it.

Thanks aurick, But still need a little more info.I don’t think that these folds will be a displacement map, more like sculpting that I will do in real time. Will my low resolution sculpts stretch and mess up my textures or fine detail. These details have already placed at high resolution at 1 million polygons, with projection master. I have seen textures placed before editing of geometry but not heavy folds that would move points far and possibly destory textures or fine displacement.

Sorry, I misread you last sentence, and now know what to do :+1:

Displacement maps can do so much more than many people seem to observe. For many years we have pushed them to the point of rolling a mesh, ripping it apart like an explosion, fancy mathematical designs, although it does rely heavily on the render app utilized you can do wonderful thinks. As an example, you could have had that shirt as flat geometry and using displacement, forced the stitching rolled areas and the weave of the material as well as creases/wrinkles. Think of it along the lines of rolling from one morph to another, you can do some pretty amazing things. I wish I still had access to some of the weirder stuff done back about 6 years ago for NAB 2000. I saw a demo once where a fella had for a white paper caused a simple plane to fold like oragami with displacements, it was amazing, website no longer exists or I’d pass it on. :wink:

No that you have to do any of that…