Hi,
I´ve been following a tutorial for creating realistic skin. The author however just sculpts all the fine detail.
But since i…
A) …am already having problems getting semi detailed displacement maps to work correctly (see this thread)
and
B) …heard it´s better to use bump maps for the small details (like pores and wrinkles)…
…i tried to do the fine detailing as a bump map.
So i used the bumpviewermaterial and started polypainting.
I haven´t split my body basemesh up in subtools, so i was already at 4 mill. polys before i started to paint the bumpmap.
Soon i realized, that i´d have to subdivide the model even further, to get the really fine details not to come out pixelated.
So now i´m at 17 Mill polys and zbrush is becoming a little slow…
After i was done detailing (spent most time on the face and a little less on the rest of the body), i fired up a skin shader (in max with mental ray) and i wasn´t pleased in all areas.
The details on the face look alright, but on other areas the details still look a little pixelated.
Here are two renders for comparison:
Face (don´t mind the eyes, they are just temporary. Also the color around the eyes is still a little bit off):
Shoulders:
I used a 4k map, but as far as i understood, its not just the map size, that defines the level of detail i´m able to get, but also the polycount on the model i´m painting/sculpting on.
So my question would be: how do i proceed?
What would be a good workflow for getting better results?
Use 8k maps?
Split up the mesh into different subtools, so i can divide them individually to get the level of detail i´m after?
But how would i proceed to get the different maps back together into one set of uvs for the lowres mesh i use for rendering/animating?
Right now i´m using this UV-Set:
I made the shell for the head bigger, because i thought that might give me more space for details on the head i´m not sure that´s the right approach though.
Another question about bumpmap creation:
Right now i´m just polypainting, but i think i read somewhere about creating a displacement map from a higher level and use that as a bump map.
How would this work?
My approach would be:
- clone the model, go to one lvl below highest level and delete lower levels.
- Store morphtarget.
- Go to highest level and start sculpting fine detail.
- After i´m done i would then go to the level below, switch to morph target and create my displacement map, which i would then use as a bump map.
I can´t really think of many good reasons to this approach though. Only one coming to mind is, that i sometimes find it hard to see all details with the bumpviewermaterial.
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