Graphics Reference
In-Depth Information
Figure 5.13
The raw Beast model
Figure 5.14 A close-up of the Beast with two levels of
subsurfacing
render time. We'll revisit this sort of optimization in Chapter 15 when we look at rendering and compositing,
but the strategy begins at modeling time.
Normal Mapping for Greater Detail at Lower Resolutions
Even if you need to have fi ne details in your model, you can often get away with using a lower resolution model
and the help of a normal map . A normal map changes the way the renderer draws surfaces. It can give the illusion
of a much higher level of mesh detail than actually exists. Blender allows you to have two versions of a model,
one with a resolution useful for animation and fast rendering and one with very high resolution that contains
carefully sculpted details. The high resolution details are baked into a normal map, which is then applied to
the normal resolution model. Although the technique
was not used in The Beast , we'll demonstrate the fea-
ture with model of the baby.
Let's say that we wanted to add a nasty scar to the
Beast's forehead but didn't want the very high poly-
gon counts it would require if we added it directly to
the model.
Figure 5.15 shows the unmodifi ed head model of
the baby. It has 1,248 faces. To add detail and cre-
ate a normal map, we must make a duplicate of the
model ( Shift-D ). On the duplicate, any modifi -
ers are removed to ensure that we are working on a
“clean” copy. Then four levels of multiresolution are
added through the Multires panel of the Edit but-
tons. If you have not worked with multiresolution
Figure 5.15
The baby's raw head model
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