Detailing workflow

 From:  Michael Gibson
3469.20 In reply to 3469.18 
Hi Oskar,

> I guess I have to choose between super smooth and
> extra details from time to time.

Yeah, sometimes you will need to make this choice.

But if you can keep the geometry in place (with vertex normals), and only paint a displacement texture map on it to add detail, that's the case that gives you the best of both worlds.

Can you maybe describe a bit more about why you were unable to do that with your original case? Does Modo have a problem dealing with UV seams making it hard to make a good looking displacement in an area where there are seams?

Maybe in the future Modo could use the Ptex system to make that work better - it's a system that can be used instead of UV mapping, it instead makes a kind of separate mini texture for every little individual polygon but then also has a filtering mechanism that is supposed to make things work better across borders.

I think Ptex was particularly designed to make painting on stuff easier without having to set up UV mapping.

- Michael