- Second take on displament mapped characters from yesterday and today (posted similar stuff in zbrush forum last year) - I have been trying to develop workflow for myself for diplacement mapped characters - it is actually the same procedure as making normal maps in zbrush and then using them in 3dsmax or games... but…
Liquidmetal: Yes, animated mesh is the "cage" which you see in the right side of zbrush screencap - This in turn is just displacement mapped in 3dsmax (similar process to using normalmaps in 3dsmax)
very nice work S-S, please continue to do more and post your experiments that little animation test reminded me of the snippets posted up on www.amazonsoul.com ... they've got some really nice looking characters on that site. keep it up.
Wrath: "what exactly are you showing off here?" - Well, i think you know better than me how much pain in the ass skinning can be (checked your site) - i like the example of tube, which show what the transformations created by bones actually are - just subdivide it enough and you wont be able bend it believably - no matter…
I think Z-Biasing is the effect used in "parallax-mapping" - slightly different method of displaying a normalmap, where it actually shows pixels as being "in front of" other pixels, depending on the angle - seen in the brickwork in the Unreal3 demo videos, where they look really 3-dimensional (more so than just regular…
I don't think standard renderers have support for parallax displacement yet, so doing renders using tessesating displacement is in fact probably the best way to test out displacement maps that would be used in parallax displacement for games. It would be nice if something like Max supported rendering parallax displacement,…
MoP: Thanks "Why didn't you go and use textures and sub-surface-scattering too..." - Yeah sure Maybe i will refine it later - i also need better renderer and real displacement (i only used high subdivision setting in meshsmooth - level 5 will crash my max (out of memory)
Maybe you can clear a few things up for me, I think it semantics... I've always considered displacement maps to be a texture (generally a heightmap) that tesselates and offsets the lower polygon geometry at rendertime. This creates very high poly geometry to be rendered. The benifits are that you can more easily texture…
Is the clip of the low poly model with the displacement map?That looks really cool.How dod u make the displacement map?I really like the low poly model,because I am studying edgelooping atm.Gj!