ZBrushCentral

Way to bake surface noise from noisemaker directly to texture?

Hey guys, been wondering about this for a while, since baking the noise from noisemaker isn’t always an option due to poly limits, and geometry hd doesn’t really work for this afaik.

But if there is a way to bake the surface noise directly to a normal or displacement or w/e then you could still get that super detail, without being bothered by things not looking right when you bake it to the polygons in zbrush. :o

Thanks

Hmm, I guess you could try applying your noise, and using the MorphUV to flatten the model and use a surface normal / grayscale matcap and use that as a map. I’ve never actually had to do it, but I would produce a result like this:
test.jpg

you sir are a gentleman and for your scholarly response, I salute you. :smiley: