UVs:
This week we had a in class tutorial on UV maps. Although I had already done mine it could be improved. The UV had too many seams and one half was on top of the other. The best way to present the UV would be to create one that looked like an animal hide, with the main seam doing from the chin to the base on the neck underneath the stomach and the insides of the legs.
1st UV:
2nd UV:
ZBrush Projection:
Changing the UVs had it's problems as I had already done most of my ZBrush model and the normals would sit on the new UVs. To solve this I projected the details form the first mesh onto the new one in ZBrush. This was the quickest way to get the details form one mesh to the other but the transfer wasn't seamless. There were bulges and irregularities which I had to iron out.
Mesh After Projection: Needs editing.
Low Poly Mesh after projection:
High Poly Mesh after projection:
High Poly Mesh smoothed out:
Low Poly Mesh smoothed out:
Displacement maps:
Once the mesh in ZBrush carried the UVs desired I could export the normals map to then be placed into maya as a bump map.
The normals often need a bit of calibration and tweaking to create the desired affect. For example the image below show very harsh deformation caused by the normals where are the one underneath is a little softer and I closer to the effect I'm after. The change can be by editing the normals in photoshop, making the RGB values less extreme or experimenting with the filter values in maya. I found that a mixture of the two techniques worked well with a value of 0.2 for the bump filter.













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