Support Blender Core Development with a monthly contribution.
The creators who share. Access production content and knowledge from the Open Movies.
Latest news and updates on Blender development.
Join the community and help with design, development, docs and more.
A platform to collect and display the Blender Benchmark results.
Documentation on Blender's features, tools and API.
The yearly event that brings together the Blender community in one place.
Download the latest Blender version, or try the beta!
A Quick Concept
Detailing Hands and Feet
Order into Chaos
Mouth and Teeth
Arms, Feet, and Back
Fixing Errors and Wrapping Up
Baking and Displacing
Fixing Eyes and Sockets
Deformation and Weight Painting
Eyeblink Shape Keys
Custom Bone Shapes
Fixing the Jaw
Preparation and Skin Direction
Creating a Stencil Texture for Scales
Working with Stencil Textures
Detailing the Head
Mouth and Tongue
Fixing Seams Artifacts
Hands and Feet
Fine Details and Finalizing
Blocking Out the Body
First Detail Pass
Veins and Blood Vessels
Baking the Final Color Map
Turntable Light Setup
You can join Blender Studio for €9.90/month and get access to all of our training & film content
04 - Finalizing the Mesh
24th September 2015
Learn about baking and displacing.
Join to comment publicly.
25th November 2015 - 15:42
What is the purpose of using the displacement modifier as opposed to just using shrink wrap with a high vertex density? Is the same thing accomplished? reason I ask is that I can't seem to get the baked displacement texture to match the detail level of my high poly model. thanks for help!
25th November 2015 - 15:52
You'll always get a faster rig performance when you're baking down the displacement, also you decrease the risk of having artefacts where the shrinkwrapped meshes don't align properly.
lack of detail is an issue that wont be addressed properly until we have a more robust rendertime displacement, until then you need to have a) a high level of subdivision and b) a sufficiently high-res displacement map.