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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.

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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.

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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.

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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.

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Figure 226. New Rendered Maps

And Figure 226 shows the re-rendered color and displacement maps.

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