Hello there,
for my current project I plan to use fibermesh in Zbrush to create the textures for my hair cards.
I got inspired by this tutorial
https://www.artstation.com/artwork/yb1b89 to use fibermesh to create the textures, and so far I really like the results.
But how would you advice to generate good normalmaps for these textures?
I tried to render the normal map inside Zbrush with two different Normal rgb materials (shadows off), but I feel like the normal maps look weird, or are they ok to use?
My other approach was to import the albedo to substance painter on a plane (4k uv map) and generated height with the albedo as a mask, then exported the normal map.
I placed some cards to see how they look, left is with the SP technique, right is normal material render in zbrush.
But I feel like the normal maps don't look right, is there a better solution?
Replies
So do hair cards depend on the layering of less dense textures on top of each other to not appear flat under lightning, especially rim lights?
I will look up how to use flow maps, thank you for the advice!