Hello everyone
First post here, I really need some help with my workflow!
I actually modeled a hard-edges prop in Maya, and unfolded its UVs. I would like to make a detailed version of it, that I could render in Maya with a displacement Map.
I sculpted the details in Zbrush, but the problem is that, I noticed, subdividing my mesh also get to modify the topology of my base low-poly. I mean, my sharp bevels get more spacing between them.
So, when I re-import my new low-poly in Maya, its angles become smooth, even with the displace applied.
But if I try to render my displacement map on the first low-poly from Maya, my displacement isn’t accurate.
I read things about crease. But it takes really, really much time to crease every one of my bevels, so I am not sure this is the perfect workflow to adopt. Am I wrong?
Could someone explain whether there is nice and easy workflow for what I am trying to achieve?
The other BIG issue I have is that my displacement maps always look smooth and ugly, whatever I do. I watched lots of tutorials to get the parameters right, I tried everything with more and more resolution, it’s always the same!
PS: my Maya scene is in real-life scale, with 1 unit = 1 cm.
A few screenshots (of a little part of my modeling) so you see clearly what I mean:
Thank you all!