Typically 2K and 4K is very efficient for loading in and out of memory, saving to disk when painting in mari or final rendering. For hero characters this can be many UDIMS for just the head alone. How many? That depends on the requirement of the film/shot and what resolution they chose to tile their model in. For example in feature film a head model like this would use multiple UV maps. Is it just a matter of going up to 8k?įor my setup, I followed this tutorial that a user of this subreddit gave me. Is there a trick to getting really sharp displacement maps in ZBrush or Arnold? Right now my maps are all 4k. It looks great from far away but I want it to hold up during closeups. I tried exaggerating the fine details in zbrush and re-exporting, which increases the intensity. What's bothering me is the sharpness of the Displacement and the Normal maps.
RENDERMAN TUTORIAL NORMAL MAPS 4K MAP SKIN
Here's what the sculpt looks like.Īnd here's what the skin looks like in Arnold so far.ĭon't mind the bland un-detailed color map, it's a quick polypaint.
![renderman tutorial normal maps 4k map renderman tutorial normal maps 4k map](https://pixar-community-production.s3.us-west-1.amazonaws.com/Tutorials/eisko_louise/louise-eye-network.png)
![renderman tutorial normal maps 4k map renderman tutorial normal maps 4k map](https://cdn.80.lv/api/upload/content/03/images/5e7498e6bc28e/widen_1840x0.jpg)
![renderman tutorial normal maps 4k map renderman tutorial normal maps 4k map](https://online.pubhtml5.com/zhka/rwvh/files/large/51.jpg)
It all came together really well in ZBrush. The model is based on scan data of a friend's head and the skin details are scan data from Surface Mimic. I'm trying to improve the quality of my displacement maps and I'm not sure if the problem is within ZBrush or Arnold. And an 8k texture probably won't hurt either. EDIT: Problem solved! My mesh needed more subdivisions in the Arnold displacement settings.