Alpha masking applied to the neck can be seen in Fig09;

deformation applied to the non-masked
parts (white mask parts) of the neck in Fig10;

the result of several layered deformations on the
head in Fig11;

and the result of several layered deformations on the body in Fig12.

There was some trial and error involved. On the body I ended up using Resym because the right
shoulder looked good but the left one was not so great. When I liked the result, I created cage
models at level 1 or 2 and exported the models in .obj format. I then wrote out 2K normal and
cavity maps from ZBrush using the ZMapper plug-in. The normal map and cavity map used
for the head can be seen in Fig 13 - 14.


In the end, I think the advantage of the deformation map approach when compared to
free-hand sculpting gives very accurate control of the placement of details, especially when
layering several deformation maps. The details fit the colour texture nicely. The downsides
are the need to paint many deformation maps (about ten for the body alone), and having to
switch back and forth between ZBrush and the paint program for every change in deformation.
Worst of all, there was visible UV-stretching when deformations became too large.

deformation applied to the non-masked
parts (white mask parts) of the neck in Fig10;

the result of several layered deformations on the
head in Fig11;

and the result of several layered deformations on the body in Fig12.

There was some trial and error involved. On the body I ended up using Resym because the right
shoulder looked good but the left one was not so great. When I liked the result, I created cage
models at level 1 or 2 and exported the models in .obj format. I then wrote out 2K normal and
cavity maps from ZBrush using the ZMapper plug-in. The normal map and cavity map used
for the head can be seen in Fig 13 - 14.


In the end, I think the advantage of the deformation map approach when compared to
free-hand sculpting gives very accurate control of the placement of details, especially when
layering several deformation maps. The details fit the colour texture nicely. The downsides
are the need to paint many deformation maps (about ten for the body alone), and having to
switch back and forth between ZBrush and the paint program for every change in deformation.
Worst of all, there was visible UV-stretching when deformations became too large.
Author: katisss
Submitted: 2007-08-28 01:23:56 UTC
Tags:
Software: Zbrush
Views: 41,064
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