In response to a post I received from a previous Vimeo Quick Tip, I wanted to show how to gather displacement and normal maps from a Zbrush sculpt and assign them to a vrayforc4d skin shader. When I first created organic animations it was absolutely necessary for me to lower render times by lowering poly counts and implementing displacement and normal maps on my renders....Here is how I did it.
The first thing that I have to remind everyone is that the final render towards the end of the video is NOT the final image, it is only the image with a very basic SSS based skin shader. There is no epidural, specular, diffuse or sub-epidural maps assigned to the mesh which is why it looks like a synthetic mannequin. Once those maps are added to the render you get a much more pleasant aesthetic to the render.
If you have any questions feel free to post them to vimeo, twitter, or email me personally. I love talking with other designers about their projects and the issues they have.