Dear polycounters,
Recently I have started learning texture creation in Zbrush for use on low poly assets, however i've stumbled upon a problem.
My goal is to make a tilable wood texture that i can use on multiple assets. This is the texture i made in Zbrush.
Now from what i could find here on the forums it's possible to make stuff tilable in 2.5D by dropping tools onto a plane and displacing them. This will, to my understanding, lead to planks coming after eachother as in let say a wooden floor. This is not what i want though.
I want to make a wood texture thats continuous horizontal so i may use it for long wooden framework of buildings and such.
Is this something you can sculpt in zbrush or will i have to make it tile in photoshop and extract normals with Ndo?
Thanks in advance.
Replies
This is unclear. Can you show an example of what you want?
You CAN make a continuous horizontal texture in 2.5d mode.
Some tutorials.
http://wiki.polycount.com/EnvironmentSculpting#Sculpting_Tilable_Maps
Lets say i would like to make each plank, in this texture, tile on the left and right side inside Zbrush. How would i do this?
Most of the tutorials in the link you showed me use the canvas and drop meshes (bricks) on it to create a tiling pattern. If I use this approach with my planks it will end up looking like a row of small planks instead of one long plank, which is what im trying to achieve.
It all depends on how you drop the mesh to the document. Its basically converting the model to an image, so the pixols that you see are what you get. If you drop an object so that it is small and its ends are visible like people often do with bricks, then those ends are going to be visible no matter how you pan around the document. But if you scale the mesh first in a way that you can't see the ends before dropping it, then the image wont contain that extra information when you try to tile around it. So as long as your plank extends beyond the edges of your document when you drop the mesh, it will look endless.