Renzatic on 27/11/2008 at 04:33
(
http://users.chartertn.net/greymatt/groutless_wall2.jpg) Coming Soon (probably next week sometime, but don't hold me to that).
I've found it's a huge pain in the ass modeling each brick individually...but damn, the results are worth it. I'm thinking it might be better if I make a big collection of rocks and debris to use when I make more walls, instead of just doing each one according to a texture.
Flux on 28/11/2008 at 18:30
Renzatic, that looks like one of the most beautiful wall texture I've ever seen in any pc game.:thumb:
Beleg Cúthalion on 28/11/2008 at 21:45
But it's "rounded". :p No, I don't want to complain again, it's just that I notice it with JohnP's textures as well. With normal mapping the bricks loose their pricky surface and look like car sponges instead.
Renzatic on 29/11/2008 at 02:03
Quote Posted by Flux
Renzatic, that looks like one of the most beautiful wall texture I've ever seen in any pc game.:thumb:
Yup. I do all this hard work over something simple no one will pay much attention to ingame, then hype it to hell and back on the forums. That my shtick. ;)
Quote:
But it's "rounded". No, I don't want to complain again, it's just that I notice it with JohnP's textures as well. With normal mapping the bricks loose their pricky surface and look like car sponges instead.
I've got a reason for that. See, the model I renderbumped is actually alot more rigidly defined and flat. It has some curves along the edges so it doesn't look too fake, but the thing looks alot more like the slat rocks I based it off of. The only problem with that is the normalmapped results don't show well unless you've got it situated in extreme lighting situations. So instead of leaving it as it was, I ran it through a couple of gaussian blur overlays to round it a little more, and got the results you see above.
Course you're also staring at an up close shot of the finished work with a way too strong parallax map applied to it to show off the depth. (
http://users.chartertn.net/greymatt/groutless_wall3.jpg) Ingame (yeah, yet another picture), it doesn't look so bad.
Beleg Cúthalion on 29/11/2008 at 08:50
Yes, of course it looks better, I just wonder whether you can make the normals more... well... chiselled or if it's rather part of the render process that they're rounded off.
clearing on 29/11/2008 at 13:04
Looks excellent!
Renzatic on 29/11/2008 at 14:21
Quote Posted by Beleg Cúthalion
Yes, of course it looks better, I just wonder whether you can make the normals more... well... chiselled or if it's rather part of the render process that they're rounded off.
Rounded objects generally show up better in normalmaps, but there isn't anything in the process that prevents me from doing harder edged stuff. I'll give it a try on my next texture.
str8g8 on 1/12/2008 at 12:37
Looks cool, like part of the wall has been rebuilt or something :¬) I imagine it won't tile very well though (I mean the repeat will be very apparent).
Just curious, you say you are modelling each brick, but that's crazybump if I'm not mistaken ... so I'm wondering what your workflow is, and how you are extracting the texture from the model?
Renzatic on 1/12/2008 at 17:35
Quote Posted by str8g8
Looks cool, like part of the wall has been rebuilt or something :¬) I imagine it won't tile very well though (I mean the repeat will be very apparent).
This is still a WIP, I just showed it off cuz I like how it's working so far. The final should be nice and even across the entire texture (I hope).
Quote:
Just curious, you say you are modelling each brick, but that's crazybump if I'm not mistaken ... so I'm wondering what your workflow is, and how you are extracting the texture from the model?
The whole thing is actually pretty simple if you know your modelling basics. It's just more than a little time consuming.
I start by tiling and fixing up my texture in PS, throw the image into Modo as the background, then use it as a guideline to model the bricks. Afterwords, I run the model through D3 renderbumpflat, take the results, slap it into Crazybump/PS, goof around with it a bit, go back into PS and make a greyscale out of the diffuse, run that through CB, overlay it with the renderbump base, tweak, do another normalmap texture if I want more detail, rinse, repeat, ect. Eventually, if I did everything right, I get a useable normalmap out of it.
I was originally intending on using Zbrush to model out the details, but I realized I could get about the same results doing a quick and dirty normalmap off the diffuse in about 1/100000th the time.
So there you go. The Workflow.
Renzatic on 5/12/2008 at 05:40
Last update on my...er...single texture here (oh god). I took Beleg's suggestion to heart and tried to go for a happy medium: a more chiseled, prickly rock wall with enough roundness to show up well in a normalmap. (
http://users.chartertn.net/greymatt/groutless_wall4.jpg) This is how it turned out.
I'm thinking I'll be done by tomorrow evening. All I have left are the edgemost bricks. All I have to do is make sure they tile and I can finally call this little experiment in wasting vast amounts of time finished. I'll post step by steps on the process then never talk about it again. :p