Digital humans the art of the digital double
Ever wanted to know how digital doubles are created in the movie industry? This course will give you an insight into how it's done.
# 1 10-12-2009 , 06:32 AM
To La Bomb's Avatar
Registered User
Join Date: Oct 2008
Posts: 56

texturing character for animation

I have a character in maya that I will be animating. I am working on the skin texture and debating if I should go with normal maps or displacement maps for the pores of the skin.

Is it true normals maps are more animater friendly so i am hoping to stick with normals? however I am having a hard time bringing out the pore detail with normal maps. Is that type of detail only possible with displacement maps?

i am sculpting the pore texture in zbrush and bringing it into maya. I know that with displacements you need to set up the approximation editor and with bumps i have turned quadratic filter to off.
I am not sure what else I can do to get the normal maps to display nicely in maya.

any help would be great.

# 2 10-12-2009 , 10:11 AM
daverave's Avatar
The thin red line
Join Date: Aug 2009
Location: England
Posts: 4,472
If you have only done wrinkles and porse in zbrush you could try a bump map...........dave


Last edited by daverave; 10-12-2009 at 01:22 PM.
# 3 10-12-2009 , 06:09 PM
gster123's Avatar
Moderator
Join Date: May 2005
Location: Manchester Uk
Posts: 6,300
Normal maps are pretty simple form Z, do a google about it.

As for animator friendly, not too sure what you mean about that. A normal can be shown in the viewport but I dont really se how that is much of an advantage unless it warps, but that is more of a modeling and blend shape issue as you may need multiple normals/dispa to compensate for the deformation driven off the blends


"No pressure, no diamonds" Thomas Carlyle
# 4 10-12-2009 , 11:32 PM
ben hobden's Avatar
Subscriber
Join Date: Jul 2008
Location: Chelmsford, Essex, UK
Posts: 1,162
something I sometimes forget to do when using normal maps made in zbrush, is to make sure I set the bump node to use as 'tangent space normals' rather than bump. Make sure you have created the normal map with the right settings. And I have been making use of a tip I read which i have found helpful which is to create a cavity map in zbrush and mulitply it over the colour map, to give the normal map a bit of a helping hand like.

Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads