with checkered grid, took a while to layout the UVs for this... longer than expected..
brought into ZB because i'm not going to model all the little gold viens on the body and then use Transfer Maps
displacement applied to the body
displacement not applied
as you can see the displacement worked, but how come it inflates everything
? i changed the alphaOffset in the colour thing to -ve half the alpha gain..
also, it's screwing up the arms too, so i wiped over them in photoshop with the colour of the background and they still do the funky distortion thing..
also using spatial approximation in the maya approximation node
hand, as you can see i didn't really do much with this. the displacement is on here so it's slightly screwed up
feet, complete with a phong shaded metal thing
not all the detail got transfered to the normal map for the body, the body is meant to be slightly bumpy, but not too bumpy
is there a way to increase the bump on a normal map?
oh wait, it's not even on the map... is there a way to make it appear on the maps?
now i just need to re-textrure the iris and finish the sword....
any idea how to get displacement maps to not inflate the whole model?
that's a "Ch" pronounced as a "K"
Computer skills I should have:
Maya, XSI, Photoshop, AfterEffects, Motion, Illustrator, Flash, Swift3D