Figure 222. Rendering |
 |
Often its a good idea to render out quick preview maps, mainly to do
a final check on displacement levels. What you should do is reduce
the
Build UVs
percentage to reduce the map sizes, enable
View After Calc
and
Low
quality, and click on
Calc Now.
Once the maps are rendered out they are displayed in Iview, and you
can then check the histogram for underflow or overflow pixels.
Figure 223. Default Color and Displacement Maps |
 |
If you are happy with the preview maps, restore the
Build UVs
percentage, set the quality to
High
and click on
Calc Now
to render out the final maps.
Figure 223
shows the default maps for the Killeroo SUBD surface.
Figure 224. Maps Applied |
 |
Figure 224
shows the default color map applied to the SUBD surface and viewed in
Maya.
 |
Imported UVs |
 |
The default UVs created by CySlice are both low in wasted space and
distortion. However, they can be highly fragmented, and the large
number of UV boundarys may not be to your liking.
If you would like to use your own UV layout scheme, then that's
perfectly OK. The process is thoroughly described in the
Imported SUBDs
section of the "Texture Maps: Subdivision Surfaces" chapter.
Figure 225. New UVs |
 |
Figure 225
shows some new UV texture coordinates for the Killeroo head. These
were built within Maya, starting off with a cylindrical projection,
followed by some manual editing.
Figure 226. New Rendered Maps |
 |
And
Figure 226
shows the re-rendered color and displacement maps.