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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
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04 - Finalizing the Mesh
Sept. 24th, 2015
Learn about baking and displacing.
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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!
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.