Here’s a wacky little test I had to make. Now that we can save objects with their UVmap (caugh, caugh), it’s possible to do really cool stuff together with ZBrush.
This is an approach that comes originally from the world of morphs and now works absolutely fantastic with displacement only.
What this is:
A somewhat simple arm geometry (132 polygons)
A bone setup that moves it somewhat nicely (5 bones, 2 of them are muscles)
Then you generate two displacement maps.
The first one is based on the original geometry.
The second one is based on the exported deformed object out of messiah after you’ve brought it into pose with your bone setup!
Then you make a simple expression that reads the rotation of your elbow, which you have used for the posing! “math” it into the proper range (how retarded to say something like that, but I had to giggle.) with something like a division to get the values to come out from 0 - 1.0 and feed them into the opacity of your second displacement map.
I find it best to put to proper displacement values into the texture map’s “remap” and then see if I need to amplify or reduce it with the actual bump value of the material, which acts like a multiplier.
Anyway, I took the liberty in this little example to also use that expression output as a modifier for the glossiness level of the surface…kind of cool, I thought.
ALRIGHT, here it is…just a gimmik and a quick one at that, but still…oh, and I was putting the grid shader on top to look at what’s happening and to show the actual geometry underneath.
ARMold (500kb DivX)
(I assume “tilde” is working again, otherwise the link wouldn’t work! If it works, send a big shout to the Administration Team of CGtalk, they reacted swiftly and great! :applause: )