Jamie Dunbar provides a helpful explanation of how displacements maps work within the retopology workflow.
Remember this series from Dragonboots Studios’ Jamie Dunbar, which covered using Blender for retopology work? This new post acts as an extension to the “everything you wanted to know” series.
In it he shows how displacement maps fit into his workflow and offers some more insight on what kind of artist/game designer would find value in learning these skills!
Retopology and baking a displacement map is not as easy it may sound. Thankfully, thanks to Blender’s amazing tools for sculpting models with topography maps this process has become much easier in recent years!
In the following tutorial by Dunbar you will learn how step-by-step prepare your mesh so that when we’re done rendering out the final result everything looks just right without any jagged edges or artifacts appearing during playback time; then finally export out an exported render using Eevee which can produce some really stunning results if turned up high enough on resolution.
About Jamie Dunbar
Jamie Dunbar, an Australian animator and designer with over ten years of experience in the industry has created many animated character for various companies. He’s best known as one half (alongside his business partner) at Dragon-Boots Studios which specializes primarily on creating cute cartoons like those featured at Myer’s Christmas display or Texas Children Hospital.
He also does freelance work through other studios including Disney UK Toys manufacture program manager where he helped create toy prototypes based off characters from “Frozen.”
Jamie is a one-man army in the Australian animation and VFX scene. With his own personal studio, Jamie manages to maintain an active outreach program for Australia’s Digital Labourers Federation with over 3 thousand members while also working full time at Pixar!