Heyho!
So I'm now at the point where I have to decide if I want to sculpt very high frequent / micro details on my model. Stuff like material structure for example.
I haven't really done that consequently till now.
What I would like to know: What is the real use and in which case is it better then doing it later on the texture? Or is it just a way to 'bling-bling' the sculpt
And how do you do this in zbrush (and mudbox) in the fastest way. I know mudbox has a quite nice way of projecting a mask onto the model, but I'm not using mudbox.
If you don't know what exactly I'm talking about look at the
fantastic models Hanno did for UC3
cheers
Replies
I do believe the micro detail in those shots was done later in the bump texture. I don't think it was done in the sculpt. There was some interview a while ago where he talked about it, but I forget exactly.
At any case, I don't know of any practical way to do micro-detail like the cloth detail that's not extremely time consuming. You could just go around projecting alphas, or use the drag-rect brush. But I don't believe you'll get such a seamless result. Projection master is another way, but then you have to constantly orbit around your model, and again, you have problems with seams. You'll get tons of seams near each projection.
I think 2D is probably the "best" way to do that at the moment. Since you'll be baking that detail to a normal/bump map anyway, you'd get a similar result (and I do believe that's how the uncharted stuff was done).
Then there's also the question of time. It would take quite a bit longer to do these details on the mesh compared to doing it in 2D later on. And in a production, it's doubtful that time is useful considering screen resolution and the likelihood of that detail being actually seen by the viewer. Not to mention the map-size required to support it.
Please, anyone correct me if I'm wrong
I usually add minor textural details with a photo. I've never had a good reason to spend the extra time it would take to get all those intricate details from a sculpt.
This is coming from an environment artist perspective, but I usually stick the the lowest subdivision necessary to get low/medium res details then do the rest in photo.
Of course..if you want to do it for bling bling, go nuts.
only useful for presenting an untextured sculpt imo.
However if you're just doing it for fun/practise/presentation or if it's absolutely required for some other reason, there are a multitude of ways to do it - one of the ways I've seen used (and used myself) is to have UV'ed your base mesh in a certain way, then use a tiling texture as a mask and simply push/pull the masked areas to raise/lower fine details.
In ZB there's also Noisemaker like arsh pointed out, which seems pretty powerful.
https://dl.dropbox.com/u/1889770/BasketWeave.psd