subD modeling is required to use dispmaps... but a subd only will just create the smooth limit surface no details at all... you need the dispmap to get the fine cracks from your highres sculpt...
I say go with normalmap and maybe parallax on the "bumps". Don't know how you would do them from the start thought :P Maybe try sculpting them, don't know..
Thankyou! I think I'm done with the sculpting now, here are some final render tests! (for the face I made a few change but they're pretty subtle) Moving onto retop soon!
Sculpted a tiling brick material for the walls, I will later bake this down into a 2D Texture following the Fanny Vergne Method. Starting to plan out a trim sheet for some of the varying elements of the scene,
I started off the project by modifying a female basemesh to a more stylized proportion and proceeded to sculpt the face, add eyes, teeth, eyelashes just to block out some rough shapes ere
Didn't ZBrush already have the None-Stretched projection thingy in place with Wrapmode and Stencils respectively for Tilable sculpting/texturing? EDIT: NVM, Mudbox kicks arse...stupid ZBrush *mumble grumble*
Wow man, this is an awesome resource, im for sure adding this into my workflow, it saves time from going into Crazybump, etc.. and you can sculpt in it too!! :thumbup: :thumbup::poly136: Many thanks..
:shrug: I do this now anyway. (as I post from work on what should be a day off.. go go terminations for extra hours) I'd rather be spending the time painting and sculpting.
great that you resolved the normal map issues :) what I'd love to see on one of these is a sculpted canvas roof, but maybe another time! looking sweet so far, can't wait for more
I have a high poly sculpt of a hand that I want to render normals and displacement maps for a lower poly decimation but I dont know how to preserve uv coordinates in the decimation process.