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... and herewith a render of the smoothed basemesh exported at lowest subd. from ZB after sculpting a highest subd. and exporting displ map.
I found that using the ZB displ. map both as a bump and displ map, you get better results (finer and more accurate displacement/bump). Base mesh originally from Hex 2.2.
There are not many users (seems to me) that use Carrara with ZB. I thought it to be a good idea to share experiences on this forum, especially when it comes to generating displ maps. Not many (if any) "codes" out there for Carrara, as there appear to be for Max and Maya.
Please feel free to comment.
Regards,
yvan_c
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