Due to the liquid material that I was using for Larry's model texture, I was only able to add a displacement map to him which increased the render time for each frame to about 10 minutes (no thank u).
Anyway, this is the UV snapshot I used to draw into for the displacement maps. Although they look kinda cool, I was unhappy with the quality of the line and how think it was so if I wanted to pursue this look further I would need to redrawn the scratchy texture. I would also want to use the texture to accentuate the curves of Larry and use it almost as shading.
 |
UV snapshot |
 |
Raised UV texture |
 |
Embossed UV texture |
 |
Raised texture render |
 |
Embossed texture render |
As you can see, The embossed texture blows out the surface rather than receding the texture. I had to play around a lot with the actual displacement map I used and it ended up to be a very dark grey background and black for the drawn aspects.
Final map used for embossing -
I think if I really want to use this form of texturing I would either need to look at how to add a bump map to the bitfrost material I am currently using or look into a different material all together which would be my last resort. I am quite attached to how the bitfrost material looks and how the light of his heart bounces around inside him so would be quite sad if I had to let it go.
No comments:
Post a Comment