First of all, I retopologised the cat in Maya, (which can also be done in ZBrush), and UV mapped it. (This is not intended for animation purposes hence it is not in a rig-able pose).
It has to be UV mapped before sculpting the displacement. You can't sculpt too drasticly away from the original mesh either (like I did with the stylised fur in the previous post) because it distorts the UVs creating an undesired effect.
The cat was not retopo'ed or UV mapped when I sculpted the stylised fur as I had not planned on using it for displacement map testing at the time.
UV Map |
Using the Flipped Normals tutorial below, I learned how to make displacement maps in ZBrush and use them with Arnold.
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