Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Blender 3D Cookbook

You're reading from   Blender 3D Cookbook Build your very own stunning characters in Blender from scratch

Arrow left icon
Product type Paperback
Published in Jul 2015
Publisher
ISBN-13 9781783984886
Length 608 pages
Edition 1st Edition
Tools
Arrow right icon
Author (1):
Arrow left icon
Enrico Valenza Enrico Valenza
Author Profile Icon Enrico Valenza
Enrico Valenza
Arrow right icon
View More author details
Toc

Table of Contents (16) Chapters Close

Preface 1. Modeling the Character's Base Mesh 2. Sculpting the Character's Base Mesh FREE CHAPTER 3. Polygonal Modeling of the Character's Accessories 4. Re-topology of the High Resolution Sculpted Character's Mesh 5. Unwrapping the Low Resolution Mesh 6. Rigging the Low Resolution Mesh 7. Skinning the Low Resolution Mesh 8. Finalizing the Model 9. Animating the Character 10. Creating the Textures 11. Refining the Textures 12. Creating the Materials in Cycles 13. Creating the Materials in Blender Internal 14. Lighting, Rendering, and a Little Bit of Compositing Index

Baking the normals of the sculpted mesh on the low resolution one


At this point, we can transfer all the details sculpted on our high resolution meshes (the Gidiosaurus and the Armor objects) to the low resolution assets; to do this, we have to bake these details as normal maps.

Getting ready

Continue from the previous Gidiosaurus_details_sculpt.blend file:

  1. Split the 3D viewport into two windows and change the left one into a UV/Image Editor window.

  2. Go to the 11th scene layer and select the Gidiosaurus_lowres object; press the Tab key to enter Edit Mode and, if necessary, press A to select all the vertices.

  3. Go to the UV Maps subpanel under the Object Data window, click on the + icon button to add a new UV coordinates layer, rename it as UVMap_norm, and click on the camera icon to make it the active UV layer.

  4. Put the mouse pointer in the 3D viewport and press U. In the UV Mapping pop-up menu, select the Smart UV Project item; in the pop-up panel, click on the Island Margin value (default = 0.00...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image