Hi,
Here you see samples of Orc sculpt i have.
When close view details is too intense and strong but from distance it looks ok.
If i set details less strong on close up then i wont see those in distance.
Ofcourse i have not started to render it in Mantra (houdini) atm trying simple zbrush render samples.
Replies
I will try to find some good tutorials regarding those.
As i understand they are baked with shaders.
They are not like averahe normal maps or ao maps?
I started to wonder this because i did plan to make small camra rotation and movement in Houdini when VFX takes place.
And noticed that when i have applied displacement map on top of the mesh in zbrush (used this method).
https://www.youtube.com/watch?v=LLMXiBKy3W8
so for example i paint textures in Mari for specific scale
From those textures i am able to bake out displacement map (in my case UDIM-s)
I then load in UV-d orc in zbrush and i will appy the displacement maps that i got fom Mari.
Now it is baked in to the mesh and if needed i can bake out new normals with those details that i got from displ map
And if needed i can go to second texture cycle.
But noticed the issue that when close details are ok i move with camera away from model a bit the details will be lost due distance.
And then started to think what map or methid would help to maintain some of the details.
So if if i bake the high frequency detail into a normal / displacement map, and set its intensity based on distance from the camera i am not sure can i then tweak camera movement this way that when camrea moves it automatically chnages accordingly?
(i know in Houdini i can use VEX but im not VEX expert) and therfore do not know if this plan would work as when camra is mooving distance is constantly changing per frame (depending how i want to move camrea based on concept or idea i have)
Artistically speaking, I can see why you would want to show the detail you've sculpted. But objects appearing to lose detail is part of real and virtual life. Personally I think it would look unnatural for this displacement to get stronger from a distance, giving the orc a much harsher shading. In addition, the fine/small details would start to clear away simply because of the resolution, while the larger bumps look "larger than life" so to speak. Just my two cents on this.