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Texture – Sculpting issues
Hello experts,
When I utilize sculpting, specially when I pull polygons up I see the UV shells get stretched or squeezed. This becomes evident in the rendered output. How would you solve it?
Sometimes when you sculpt and the normal and displacement maps are generated, in the rendered product you see totally deformed object. How you can avoid this? What has been wrong?
Baking a normal texture seems to be really time saving. The idea is the software determines the look of the texture and makes a one time render and applies it to all the upcoming render frames of the animation right? How can I utilize this feature?
I have seen normal maps that generate very deep cavities in the rendered objects. How do you create such? Do you need further editing of the normal maps other than what the Normalizer does?
What does specularity map doing?
Thanks a lot for your time…
Cinema 4D ROCKZ!