Hey guys,research question.
When you are modelling a head for animation,and want to use a displacement map,for things like wrinkles,pores etc.
and you want to make blend shapes (shape keys?) for a model,how do you know if the displacement map is going to deform well on the mesh?
or am I missing something?,what if for example,I only want certain wrinkles to appear when the character raises his brows?
Just a little confused about the process perhaps someone can shed some light on it for me.
in the video linked below,there is an animated facial animation clip towards the end with the type of thing i’m looking to produce…which apparently uses displacement maps with morph targets? :spin: i’m clueless.
" The character object is the same throughout the video, and the changes are made entirely with texturing and displacements created in Pixologic’s ZBrush."