Make a newTexture in DAZ|Studio

Part2 : Enhancing textures with bump and displacement.

This tutorial will cover the bases of creating, Bump and displacement maps to add details to the textures.

     1 : About Bump and displacement.

First of all we need to understand what Bump and displacement are and how they work in D|S.

Both Bump and displacement are used to add details on the mesh (a jewel, a seam, roughness to a surface....),  to do so they both use a grey scale map going from black=min depth to white=max height. 

A Bump map will fake depth difference by adding a shadow on the surface according to the scene light while a displacement map will actually distort the mesh : push vertex up and down according to the map.

In our dress example, we will be using a bump map to enhance the leather details and add a little spider jewel with a displacement map.

     2 : Enhancing the leather

Make a Bump map in your 2D application : Start with the diffuse map (texture) you made in Tut1, duplicate change to greyscale and adjust (contrast, glossiness....) till you get something similar to this :

Save to your texture folder with a new name : MD-Dress-Bump.jpg

Now in D|S apply to the leather parts of the dress :

Render to see the effect and adjust settings to your liking.

 

     3 : Adding a spider.

Paint/paste a spider on a new layer of your diffuse map. Check in D|S  (Tut1 part 4) untill you are happy with size/placement.

Make the displacement map : Duplicate the layer with the spider and adjust till you get something like this : 

IMPORTANT : Your spider have to be exactly on the same position on all the maps

Add a black background and save to your texture folder as a new file : MD-Displ.jpg

Back in D|S apply the displacement map:

In this case we started with 0 as minimum as we only want to raise the mesh. So D|S will read the map as following : black= 0=no move  to White=+0.2 cm=push the mesh up 0.2 cm.

On the following render I removed all texture maps to better show the effect of the Bump and Displacement maps : see how the leather crease are shadowed and how the spider "pops out".

 

     Final step

I think we're done Save as a  "materials preset" in D|S for a later use.

Happy Texturing.