Graphics Reference
In-Depth Information
It acts just like a still render. If you quit without specifically
saving the image, it's gone and will have to be rebaked.
Back in the Material panel for the head, applying the newly
baked normal map requires only a few adjustments. Find
the texture channel for bump mapping that you (cleverly,
wisely) labeled and change from the original painted bump
map to the just-created normal map in the Image selector.
The differences, which are shown in Figure 8.20 , are as
follows. Enable Normal Map in the Image Sampling panel
of the Texture properties, and be sure to choose Tangent
from the space types selector below it. This has to match
the space in which the map was baked in order for the
effect to work. That's it! Really, it's the only difference.
You might find that you need to
adjust the value of the Normal
slider on the Influence panel.
Figure 8.21 shows the baked
normal map, and the regular-
resolution head rendered with this
new map in place. Note the wrin-
kles around the eyes. Of course,
this kind of detail looks strange
on a stylized kid's face, so we're
probably better off pretending we
didn't see it.
Figure 8.20   The baked normal map and a render of 
the  effect.
Sculpting from Scratch
Sculpting from scratch can be a
fun exercise in form over func-
tion. Without worrying about
topology or matching a predeter-
mined outcome, you can quickly
sculpt heads or other shapes. The
Web Bucket contains a video
called rapid_sculpting.mpeg that
demonstrates just how quickly
you can create a finished form
with the sculpting tools.
Figure 8.21   The Texture  properties  for  using  a  normal map.
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