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Tiling baked meshes with arbitrary toplogy?

AlecMoody
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AlecMoody ngon master
Does anyone have any suggestions about how to achieve a tiling mesh based on a sculpt where the model has undercuts and overhangs? Basically, I am looking to do tiling cliff faces and cave walls with surfaces much more intricate than what you could represent in a heightmap. I am also looking to be able to sculpt freely and not resort to jamming shapes together like this:

https://osart3d.wordpress.com/home-page/tutorial-creating-perfectly-tiling-meshes-in-zbrush-for-use-in-videogame-environments/

Hoping to use Zbrush and 3dsmax. Suggestions? The best I can think right now is to try and separate contiguous surfaces from mesh elemnent details. That is still somewhat limiting.

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