How to combine sculpted and painted displacement maps

 Sometimes it is more efficient to combine various Displacement maps at render time, rather than sculpting all of them. A common example is when you’re creating fabrics, a skin shader, or in this example, paint splotches for your 3d art.

I would sculpt a Displacement map in ZBrush, but leave out the high-frequency details; sculpting just the big shapes. I prefer to paint the high-frequency details (for example, paint drips or skin pores) in 2D so I can use the same information in my Colour map.

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Zeno is a CG student with a passion for animation and VFX. When he's not waiting for render buckets, he can be found staring at the great intricacies of the world.