Bump:
(which had to be compressed significantly for upload, it originally was 48mb)
eye:
Enjoy! :)
This blog contains the digital workbooks of the students who take ARIL-360 / ARIL-421 at Montclair State University.
This blog contains the digital workbooks of students at Montclair State University. In fall, it was dedicated to "ARIL-360: Motion, Light, Texture, Mapping", and in spring to "ARIL-421: Advanced Animation and Illustartion Arts".
I have since moved on to Monmouth University, where my students post to this blog
To avoid clutter, public commenting has been disabled. Anyone can view this blog.
5 comments:
That is one bloody eye!
Never run into problems with those clear edges on the bump map, you just make sure your UVs are well within? Is this the one for the hatter?
Yep and due to modifications in photoshop the bump map does show some seam, however I'm currently painting that seam out in zbrush (god I love that program!) and yeah the eye is pretty cool eh? I'll upload the colormap soon, which has no seams what so ever (yay polypaint!)
although I should say that the bump texture is hand painted, the very dark reagions are a quazi cavity map I made in zbrush and multiplied it by the bump map. When on the face it does what I guess the normal map would do, but in a weird turn of events using just a hi def bump map is actually quicker than using a normal map. Looks cleaner during deformation to. In Osipa's book, he talks about linking bump map multipliers to blendshapes (simulating brow wrinkles and crows feet) I'm thinking of using the tools zbrush gives me and do the same with displacement maps, maybe:)
On deforming objects bump maps are bound to look better than normal maps as deformation requires the normals to be re-calculated.
ah, that explains a lot actually :)
why would the normals be recalculated each frame for deformation though?
Post a Comment