video: MOV - 1024x768 (73.49mb)
This tutorial gives a detailed walkthrough of using ZBrush 3.1 to extract a 32bit floating point displacement map from the Stingerhead ZTool (also available on Gnomonology). Once the maps and geometry are exported from ZBrush, the full process to set up displacements for rendering in Maya is covered. Special attention is given to proper Mental Ray setup as well as production tips for driving your settings with simple expressions. This first part, of a three part tutorial on rendering ZBrush displacements in Maya, is a comprehensive introduction to the often misuinderstod process of getting effective renders of your ZBrush models.
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- http://rapidshare.com/files/64405254/Creating_Displacement_Maps.part1.rar (27,42 МБ)
- http://rapidshare.com/files/64408072/Creating_Displacement_Maps.part2.rar (27,42 МБ)
- http://rapidshare.com/files/64408555/Creating_Displacement_Maps.part3.rar (4,09 МБ)
- http://rapidshare.com/files/64412302/StingerHead.zip (41,95 МБ)
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