Monday, 30 December 2013

Displacement issues and finishing up Poppy.

I've had various issues lately. I'd wanted to create displacement maps for both the folds in Poppy's jumper and for the fur on the fox character (it's definitely necessary for the latter). However, on my current pc only maya 2014 is working and they've changed some of the settings. I was finding it difficult to get my displacements to render at all with Mental Ray's approximations and tried rendering out my maps from Zbrush, Topogun and Xnormal. I have since realised that I wasn't exporting them correctly from Zbrush but this issue is now rectified and so the fox can have his nicely sculpted fur afterall. I decided the folds in the jumper and the detailing for Poppy's bag, ear and hair look nice using just a normal map.
So I sculpted folds in the bag, Poppy's ear (which I've kept fairly simple and stylised) and spent quite sometime trying different ways of getting a sweater type detailing to the jumper. I tried stylised sculpting in or the ribbing but it never looked very neat. I tried bump maps which worked nicely but I would have had to change the uvs which isn't really an option at this stage. I ended up tiling a sweater texture and applying it to the uvs in Zbrush, repeating the texture, masking by it and then inflating the geometry slightly. For the ribbed sections I used an alpha that was taken from a texture of ribbing in a jumper and applied it directly. I then baked out the normal.
I finished painting the diffuse texture in both Zbrush and Photoshop and adding some detailing to the bag like pictures of poppys and Poppy's name. I painted darker tones to areas of recession in the folds and subtly highlighted some areas since we're going for a stylised textured look.


This is a combination of the normal, diffuse and ambient textures with the wireframes.
I have made displacements for both the jumper and the bag straps in case we require them later on for further detailing.


I've started applying shaders such as the misss_fast_simple shader for the inner eye, the mia_material_x for the cornea. I intend to use the misss_fast_skin shader for the skin and possibly basic lamberts for the clothes and bag or the mental ray mia_material_x again as this simulates most materials well.

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