【ZBrush角色创建】_部分8.pdf

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【ZBrush角色创建】_部分8

284 c h a p t e r 10 ■ ZMapper Figure 10.21 shows a cavity map used in the diffuse channel of a Maya Blinn shader. The cavity map is perfectly suited to help accentuate the rendered details by governing how light is reflected back from the surface. The dark areas reflect less light, so they appear darker; the lighter areas have the opposite effect. This effect helps accentuate the recessed areas by limiting the amount of light they reflect, giving them a darker, more-shadowed appearance. Figure 10.21: This character head was rendered in mental ray using a displacement map and a cavity map in the diffuse channel. The first image is the render without the cavity map; the second image is with the cavity map. Using ZMapper to View UVs You can view your UV in ZBrush by using ZMapper. To verify your UVs in ZMapper:type=”cd” 1. From the DVD, import the body.obj file. Choose Tool → Import and browse to the body file. 2. Draw the OBJ on the canvas and enter Edit mode by pressing the T key. 3. With the tool active on the canvas, click the ZMapper button in the upper-left corner of the screen. 4. At the bottom of the screen, you will see the ZMapper interface (Figure 10.22). For now we are concerned with the Morph UV button at the bottom. 5. The Morph UV button will cause the model to unwrap on your screen into its UV coordinates. Click the Freeze at Target button to freeze the UV display. Click and rotate in the interface somewhere off the model to rotate. This process helps you quickly verify the UV layout on a ZTool. In ZBrush it is possi- ble to swap UVs at any time by simply importing a new model into level 1. Press Esc to exit ZMapper. In the next section we’ll change the current UV layout by importing a different

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