Okay I'll make this as short as possible, cause I am really sick right now but...As I was laying in bed feeling miserable I started to think about normal mapping. >Lol...I know pathetic...anyway...
Why don't they make a program like zbrush where( instead of building a highpoly and using zmapper to creat a normal map for the low poly) You can actually just use the brush tool in the standard non textured mode on your low poly, and it simultaneously is editing a normal map that you can see as you work?...The model wouldnt be blue and green , you would actually have a WYSIWYG effect where it shows you exactly what the low poly will look like.
If this already exist, just tell me im dumb...aigh, gonna go lay down now and drink some 7up...Beaaaaaahhh
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If someone has a workflow for this that is actually worth using i would be very interested to hear about it.
Now if you were to model out a medium res mesh and and then just paint overlaying details on top of that you might be able to get some decent results.
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That's what I was invinsioning. I just think it would be nice to see exactly what is going to get transfered down to the low poly in realtime, without having to bake it down...kinda like skipping the middle man.
Or to the point where you could do the basic zbrush highpoly workflow, then once you get to a good point with your large proportion modifications...Bake it down to the low poly, and begin the normal map editing by way of brush on your modded low poly like i was talking about. Like a normal paint mode, you could toggle on and off. Maybe even as a layer.
its all about ease of use in the pipeline and ...
personally I miss painting texctures by hand as it seemed like 'art', but this next gen stuff seems a bit painful antimes.
only a programmer could come up with blue/red green relief maps as an expresion of art
If someone has a workflow for this that is actually worth using i would be very interested to hear about it.
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Well, you wont like it, but zbrush has a bumpmap shader so you can in fact paint bumpmaps in zbrush and using the zprojection tool burn it into the normal map output.
Something that mudbox cannot since it has no painting tools.