Note: In 3dsMax you just create a bitmap of desired scale and the same image can be used in different maps or you can even use in different material. These details can be wrinkles on skin, nuts and bolts and. The concept of having a character with morphing normal map has been around forever, never actually seen any games using that though just. Normal maps are generally used in games and other 3D environments to add small details onto 3D models. Just two normal bump textures morphing back and forth.
If i want to scale the image once and use multiple times in same material or in multiple material, what is the best way to do it? Probably something like you see in Metahuman skin material where a bunch of Normal Maps are interpolated based on curve values. Question : Is there any way i can use the already scaled image map for displacement or bump maps ? The only way i assume i can do it, is by clicking the displacement map icon under the created material and add the same image… But now the displacement map gets applied in a different scale… I want to apply the same image for displacement map. Now, sketchup creates a material automatically with that image as a diffuse image. This Tutorial will show you how to create an HD Wrinkle Map in Zbrush using the Polywink blendshapes. So, I applied an image to a rectangle using Import option under the File tab, so that i can scale the image to the size i want.