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It’d be easier if you posted screenshots ofwhere this process falls short for you. (though there’s already plenty examples of shrinkwrap getting things wrong.)
Thanks for replaying Mike. Oh, but I did. Some pages back.
You probably know that most of my posted artwork is based on such technics. Actually, you helped me on this, a lot.
@motorsep
You simply don’t or don’t want to understand what I tried to explain so many times on this forum.
Baking (selected to active method) displacements on a 32 bit map (I wrote this motorsep but you didn’t read it) and displace a multi subdivided mesh, may be a way to have a well organized mesh for more precise further sculpting. You can also have a multires meaning that you pose the mesh if you like. You also have an easier to handle complicated scene (hi poly for renderer only)
Shrink wrap is another method for having a multires mesh. Though it produces some dirt and have to resculpt a bit, it’s my favorite because: it captures crispness from a (here we come in topic) dynatopo mesh better. You don’t have to resculpt everything, just some areas only. After you feel happy you can bake hi to lo poly if you like.
Do you follow motorsep? Sorry for being rude but you insist refusing my thoughts.
My english don’t help me but it’s not the language barrier among us what makes it difficult.
Generally speaking, whatever method we follow, if we bake hi to lo, you might notice some things.
Normal maps are easier to bake, a more forgiving method.
Displacement maps (on 32bit exr) seem blurred, the results as well. Due to BI? I don’t know, probably.
This might be a link to another topic (the “cycles eastern egg…”) where lot of tension exists too. Because normal maps support for cycles is coming soon and there’re geniuses in this forum who believe that bumpmaps are good and normaps are bad.
What I tried to expose in this particular testing thread.
In the past lot of blender users might not face the retopo method as a way for a multires detailed capture.
But lot of other blender users are sculpting on other apps like zbrush. Then, they import their sculpts to blender for further work. These may understand what I’m saying better.
First, because shrinkwrapping is the typical method for baking maps in zbrush.
Second, because zb does it very well and displacement maps are of great quality.
Now we have dynatopology and you may start thinking otherwise my friends.
So much tension! Apologies from my side.
I mentioned shrinkwrapping or “selected to active” methods as a prelude for mentioning something more serious.
Less subdivided dynatopo areas tend to react badly with the above workarounds. You see, projecting a hi subdivided quad mesh on these large triangles captures them. A smooth shader won’t help then. If you look closely on the baked maps you will see these triangles. Shrinkwrap or displacement will still looks triangulated though it isn’t. You have to do sculpting on these areas (smooth at least)
Actually, this might explain why pixologic still refuses to adopt sculptris methods inside zbrush insisting on the dynamesh methods. Think about it.