Made a terrible bust sculpt to familiarise myself with displacement workflow in newer modern 3D rendering engines. When connecting a displacement file texture in Maya to it’s displacementShader, it defaults to connecting outAlpha instead of one of the color channels. So Maya users, please always remember to use one of the color channels of your displacement file texutre to drive your displacement! So far, in my little tests, the red channel generally gives quite close results to the sculpt. =)
1. Used red channel of displacement file texture
2. Turn off filtering of the file texture to avoid loss of details
And because it’s a sculpt without any references at all, there are mistakes EVERYWHERE. So, I made some notes for myself to remind myself the areas where I should improve my understanding.