So... here finishes the first day. Let's go to sleep tight because it's 5:30 am already, hahaha :-)
The second day starts importing this object with right UVs to Mudbox and refining the mesh. Mudbox 2009 has the skills to manage massive amounts of polys quite easily, so the pear was subdivided around 5 million polys to get enough definition to generate a good 4K normals map. Basicaly, apart from general deformations, the main details are the little bump of the skin and the detail of the lips. Here you can see a "before" and an "after" of the process.
At this moment is good to extract the normal and/or displacement maps because sometimes, after texturing, the files are too heavy to do things easy and quick.. To generate the normal map Mudbox is extremely easy. Basically we select the object we want...
We go to the upper menus, click on "Maps" & "Extract Texture Maps" and... we select whatever is shown there... and if I say that is because right now Mudbox doesn't want to start... cool :-P
Once there, in my case, I choose "Normal Map" because that's the only thing I wanted to get, clicked on "Use Selected" in the "Target Model" to specify we want with the low poly version of that object, and "Add Selected" in "Source Models" to indicate the details should be got from there. The value for "Search Distance" should be automaticly displayed, but if is not we can click on "Best Guest" and this way we'd get it. And... only select the size of the map (4K for Mrs Pear as the render was going to be quite big (5000x3500)) and press "Extract". In a few seconds we get a quite right normal map.
Here you can see the parameters I used. No complications.
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