I have a group of Meshes that I have a (sort of) Low(er)-Poly version, and a high(er)poly version that I sculpted in Mudbox.
To Bind the mesh, I need to use the Low-Poly version, as it is supposed to be for a project that will be played in Real-Time animation.
But.... I have a cut-scene that needs to have the high-poly mesh.
Or... At least LOOK like it has the high poly mesh from Mudbox.
Would I just extract the sculpt detail as a Displacement, or Bump map from the sculpt in Mudbox (The Sculpt from Mudbox will be used to create a 3D printed master for a toy based upon the animation) and then apply it to the mesh in Maya?
MB
You have a number of options, but what you describe sounds about right. Typically, you'd extract a Displacement and a Normal Map from your high-res Mudbox sculpt, and apply them to your low res mesh for rendering. Of course, you would need a UV set that matches; typically you'd lay out your UV's on the low-res mesh first, then when you sculpt you would keep the topology the same - except you'd just up-res it in Mudbox. If there is no difference other than regular density between the low and the high res models, you should be good to go.
Thanks.
This is sort of what I thought.
One last question.
One of the things we will be doing, as I think I mentioned. Is making models (small statues and miniatures) of the 3D Models from the game/movies, and they will need to be on the higher detailed versions.
The Convert Displacement to Geometry should work to convert the posed models from a frame in the animation to 3D printable geometry (well, Caveat: With a bit of tweeking to the mesh to close holes, and to give volume to some of the objects that are just polygon surfaces), shouldn't it?
They are talking about converting a displacement map to geometry?
Or, am I going to have to export the geometry back to Mudbox to add back in the actual detail to a higher-poly mesh?
MB
P.S. We have two different versions of the UVs for different shots and jobs, but I can use whichever version of the UVs we need at the time