
Then, you need to clone your texture to be able to export it. Click on New From Polypaint under the Texture Map menu. Also, in ZBrush, check you UV Map resolution and make it the size that you want. But before that, remember that you should already have your final UV Layout. Later, other than what we do with it here, it will have an important role to play when it comes to rendering, whether real-time, or pre-processed. This is how the Cavity Map should look like. Now, all we need to do, is to fill the selected area in black. Most important one of them being the Cavity Profile. If you don’t get a similar result (though it really depends on your model), try to play with the Cavity Map settings. You should have something that looks like the image below. Then, Ctrl+Click on an empty space to invert the mask. For that, click on Mask By Cavity in Masking menu. If you don’t do this step, probably you’re gonna have trouble painting your maps on your character.įirst, we’re gonna create the Cavity Map. Detailed Steps of Creating Glossiness Mapįirst, make sure you have no sculpting layers by baking all of them (if you have any).
#USE UNWRELLA CREATE NORMAL MAP 3DS MAX SKIN#
The displacement map is used to cover the general areas of the head, and the cavity map is used to bring out those little sculpting details like skin pores, and helps to pop them out. The Concept Behind This Workflowīasically, all I do is to combine a specific version of the displacement map of my character, and its cavity map. In this article, I’m gonna show you a way to quickly create a good looking base for our glossiness map, then in the end, I’ll invert it to create roughness map as well. For example, the Unreal Engine 4 ( UE4), uses Roughness as its standard workflow, and Marmoset Toolbag, uses Glossiness as its standard. It’s the target engine that determines which one to use. All it takes is to open it Photoshop, and press Ctrl+I. Why don’t we just stick to one of them? Better ask the engineers working behind the rendering engines! So, for example if you create glossiness map, well, congrats, you have the other one as well. It’s really simple, one is the inverted version of the other. There are several ways of creating it, but first, let me quickly go over the little, confusing difference between the glossiness map and the roughness map. However, creating roughness/glossiness map is probably not one of them for most artists. Most of the maps needed for real time renders or rendering engines like Renderman, VRay, Arnold, etc. OK, so you have your character sculpt ready for the next step.
