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3D Creative December 2015

contoh majalah 3dcreative. majalah yang menyajikan trick, tips, dan seni dari teknologi citra 3 Dimensi

contoh majalah 3dcreative. majalah yang menyajikan trick, tips, dan seni dari teknologi citra 3 Dimensi

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<strong>3D</strong>CREATIVE MAGAZINE | Mastering displacement details<br />

Setup of VRayDisplacement in 3ds Max<br />

Before anything, the final result in 3ds Max will<br />

depend directly on how your mesh behaves.<br />

If you have many stars in your topology and<br />

some odd distribution of polygons, this may<br />

screw up the displacement. That’s why I always<br />

export two types of maps in TIFF format: 32-bit<br />

displacements with mid 0, and 16-bit with mid 0.5<br />

setup. The first is obviously much more accurate<br />

and I use it with VRayDisplacement modifier, but<br />

the second is for using a non-scale-dependent<br />

workflow with the displace modifier in 3ds Max. I<br />

also use the 16-bit version to help add details to<br />

the texture. In the image you can see my setup for<br />

exporting the maps and mesh.<br />

Using VRayDisplacement in 3ds<br />

04 Max: Now that our displacement maps<br />

are properly exported and our new meshes<br />

are imported in 3ds Max, it’s time to reproduce<br />

the sculpted details directly in the render. First<br />

you should check if all the vertices are split<br />

using the Unwrap UVW modifier – this method<br />

helps to avoid wrong distribution of details<br />

after subdividing the mesh. After this, add the<br />

VRayDisplacement modifier and follow the<br />

settings shown in the image. It’s important to<br />

apply the displacement map using a VRayHDRI<br />

shader, since it’s made especially for handling<br />

32-bit images, and make sure you set the Color<br />

Skin Polypainting in ZBrush<br />

Space option to ‘None’. Another important setting<br />

is to set the Texmap min and max to -1 and 1, in<br />

order to tell the displacement to add negative<br />

and positive deformation to the mesh.<br />

Painting the skin colors: I usually<br />

05 paint most of the textures directly<br />

in Photoshop, but for the skin I use a mixed<br />

workflow of Polypaint in ZBrush with some<br />

<strong>3D</strong>CREATIVEMAG.COM

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