16 bit and 32 bit Displacement Maps
- Duration: 121 min
- # of chapters: 2
This tutorial gives a detailed walkthrough of using ZBrush 3.1 to extract a 32bit floating point displacement map from the Stingerhead ZTool. Once the maps and geometry are exported from ZBrush, the full process to set up displacements for rendering in Maya is covered. Special attention is given to proper Mental Ray setup as well as production tips for driving your settings with simple expressions. It's a comprehensive introduction to the often misunderstod process of getting effective renders of your ZBrush models. This tutorial also covers: 16 bit displacement maps, multi-displacement 3, Maya's approximation editor and Imf_Copy Utility.
Please note that this tutorial uses Zbrush version 3.1 and Maya 8.5. Maya 2008 may have changed some procedures.
These videos are available as Digital Downloads only, at a resolution of 1024x768. Software requirements: QuickTime Movie Player (Version 7.0 or higher).
Scott Spencer
Digital Sculptor
Scott Spencer has worked extensively with ZBrush for visual effects, toys and collectible design and digital maquettes. He's worked with Pixologic, Gentle Giant Studios, Pendulum Studios for Activision, and is currently working on The Hobbit at Weta Workshop as Digital Sculptor. Recent credits include The DaVinci Code, Harry Potter V, X-Men III and various commercial projects. Scott has taught classes at Gnomon School of Visual Effects in Hollywood, produced numerous video tutorials and manuals for the ZBrush community, and is the author of the highly-regarded ZBrush Character Creation: Advanced Digital Sculpting and ZBrush Digital Sculpting: Human Anatomy. Scott graduated from Savannah College of Art and Design and studied classical figurative sculpture at the Florence Academy of Art in Italy.

