This is a Texturing.XYZ albedo map. This is based of a real persons face. Using Wrap, the goal is to change the shape of the maps' face and to project and warp onto the Zbrush sculpted face. Using clean topology and anchor points to determine what goes where.
This is the Displacement Map. The displacement map contains three levels of detail: secondary, tertiary and micro combined into the RGB channels of a single texture for ease of use, this can be used to create believable looking skin and highly detailed renders. This allows artists to take control of their projects and be able to level up their work. The Displacement map would be painted onto the 3D model first then separate the channels into their own proprietary displacement maps.
Red-Displacement Green-Secondary Displacement Blue-Micro Displacement This Is a Utility Map. This Map is mainly used to adjust the albedo map's skin tone and colour. It can be adjusted in photoshop to create a new colour map or to export a specular map. There are three types of details in the channels, similar to the three channel displacement. The channels include: Red-Haemoglobin Green-Melanin Blue-specular map |
After that, I import the displacements into Zbrush as a texture. I create a layer for each displacement and attach them to their designated layers. Applying the displacements that way allows me to have more control over the strength of the displacement. I had also stored a Morph Target to paint the more harsh areas of displacement. Once I'm happy with the strength of the displacement, I add layers on top to refine and correct any artefacts. Those layers are named as
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