I usually get nasty seams around the edges when I do ZGrab, I hope you know what I mean by it, if you had this problem was there any particular setting to get rid of it? Whenever I got this seam I would fix it in Photoshop but it always consumes time.
The best solution is to use the offset layer options in Zbrush, offset half the canvas size and then rebake, then using the Offset filter in Photoshop, overlaying one another to paint out the seam issues.
The best solution is to use the offset layer options in Zbrush, offset half the canvas size and then rebake, then using the Offset filter in Photoshop, overlaying one another to paint out the seam issues.
Thanks a lot, that really helps, it saves a lot of time now and no messy normals!
Hi!
Another update!
Tried to get more focus on the hole in the roof, and some foggy god rays, plus lots of other things, like plaster, again, next room, etc.
Has to be the most realistic destroyed house project i have seen so far. The lighting is spot on. Loving the new god rays..
Only crit i'd give is that a few of your foliage plains appear to bisect some of the wooden areas. And their overall 'shape' can be noticed (As in the curved shape of the plane group. perhaps a few variant planes to break up the silhouette) But I'm assuming that will all change anyways.
Thank you so much!!
The grass/leaves plane will be retaken.
I spent too much time trying to fill the scene with those, and it wasn't good.
I had others comments on grass/leaves, but i'll do this at the end.
Boyo, this is really fantastic! Easily some of the best stuff I've seen on here in a while, especially in regards to the texturing. Looking forward to see where you take this.
What is your process of applying color to your textures?
thank you Jvalencia, i really don't think it's some of the best stuff here, there's too much talented people way waaaay better than i'll ever be, i'm glad you like it though.
About the colors, it depends, but most of the time it's compositing of differents render from ZB, of elements assembled in 2.5D, polypainted or not.
I was asked for a tuto/breakdown about the making of the plaster. It's quick and dirty, I'll do a better and more in depth tuto later, but I will explain how I made both versions :
This one
And this one
I'll explain the zbrush part, and the diffuse compositing later.
Mostly, it's based on the awesome work shared by naughty dog's guys.
You can check vertex bible, or these videos from Bradford Smith.
It's just a shadowbox simple shape, then I cut, using the slice curve tool
Then it's just an alpha sculpt work. I make custom alpha using mort of the time some crazybump heightmap from tweaked photography.
I apply them on a plane and sculpt, redefine, clean, etc.
I make a new doc in Zbrush, I set the good size for my texture, and then Ctrl+F to fill the canvas. It gives me a good indication of the height, when i'm composing the texture.
Then it's just composition work, trying to give a layer aspect by blending the tools together. I make them tile by scrolling over the canvas with the tilede hotkey.
This is the final result.
The second texture is more alpha based.
This is the kind of plane i got with cleaned crazybump heightmap.
And these are the tools i used. It's also a cutted shadow box shape, plus some Zbrush noise. In this case i wanted to use the noise plugin, and see what i can get.
I made two layers on the same document, for this texture. One is a composition with the two previous tools. On top of that, It's just a filled canvas, with some alphas applied with simple brush, and tiled with a scroll and the tilede hotkey.
Then, the trick is to add on the top layer the differents tool, but in substract mode, and let the below layer appear. You can have differents layer, and little by little, you have holes, with a more gritty plaster.
The cool thing, is that you can adjust height of each layer, and obtain differents effect.
And here we are.
Hope it helps.
If you want more details, or if it's completely beyond understanding (sorry for the bad english), let me know ^^
Exactly, I first sculpted elements individually, composed them on a document, grabbed textures (normal map, AO, custom mat, etc), and composed them in Photoshop. It's mostly what the amazing naughty dogs guys have explained, especially the tutorial written by Bradford Smith in the "Vertex" bible.
Wow this is beautiful! I'm working on a similar abandoned building scene and this is really serving as inspiration to keep working on it! Amazing textures!
on a side node I was looking through you textures in your portfolio this morning and i came up with exactly the same way of making that plaster just by looking at it!
Replies
About the seams issue, i have no solution.
I just fix it in photoshop too, but i made a little script to automate.
The best solution is to use the offset layer options in Zbrush, offset half the canvas size and then rebake, then using the Offset filter in Photoshop, overlaying one another to paint out the seam issues.
Thanks a lot, that really helps, it saves a lot of time now and no messy normals!
Another update!
Tried to get more focus on the hole in the roof, and some foggy god rays, plus lots of other things, like plaster, again, next room, etc.
Has to be the most realistic destroyed house project i have seen so far. The lighting is spot on. Loving the new god rays..
Only crit i'd give is that a few of your foliage plains appear to bisect some of the wooden areas. And their overall 'shape' can be noticed (As in the curved shape of the plane group. perhaps a few variant planes to break up the silhouette) But I'm assuming that will all change anyways.
Incredible work. All the best!
The grass/leaves plane will be retaken.
I spent too much time trying to fill the scene with those, and it wasn't good.
I had others comments on grass/leaves, but i'll do this at the end.
Thanks!
What is your process of applying color to your textures?
About the colors, it depends, but most of the time it's compositing of differents render from ZB, of elements assembled in 2.5D, polypainted or not.
Hi everybody.
I was asked for a tuto/breakdown about the making of the plaster. It's quick and dirty, I'll do a better and more in depth tuto later, but I will explain how I made both versions :
This one
And this one
I'll explain the zbrush part, and the diffuse compositing later.
Mostly, it's based on the awesome work shared by naughty dog's guys.
You can check vertex bible, or these videos from Bradford Smith.
http://www.youtube.com/watch?feature=player_embedded&v=rNgs2DcAsF4
These are the tools I used
It's just a shadowbox simple shape, then I cut, using the slice curve tool
Then it's just an alpha sculpt work. I make custom alpha using mort of the time some crazybump heightmap from tweaked photography.
I apply them on a plane and sculpt, redefine, clean, etc.
I make a new doc in Zbrush, I set the good size for my texture, and then Ctrl+F to fill the canvas. It gives me a good indication of the height, when i'm composing the texture.
Then it's just composition work, trying to give a layer aspect by blending the tools together. I make them tile by scrolling over the canvas with the tilede hotkey.
This is the final result.
The second texture is more alpha based.
This is the kind of plane i got with cleaned crazybump heightmap.
And these are the tools i used. It's also a cutted shadow box shape, plus some Zbrush noise. In this case i wanted to use the noise plugin, and see what i can get.
I made two layers on the same document, for this texture. One is a composition with the two previous tools. On top of that, It's just a filled canvas, with some alphas applied with simple brush, and tiled with a scroll and the tilede hotkey.
Then, the trick is to add on the top layer the differents tool, but in substract mode, and let the below layer appear. You can have differents layer, and little by little, you have holes, with a more gritty plaster.
The cool thing, is that you can adjust height of each layer, and obtain differents effect.
And here we are.
Hope it helps.
If you want more details, or if it's completely beyond understanding (sorry for the bad english), let me know ^^
Where can I find this bible? I want it!
wiki please
About Vertex : http://www.artbypapercut.com/
Rogelio, I love your work so much, thanks ^^
I didn't do much lately, so no picture, but I won't let this thread dying ^^
on a side node I was looking through you textures in your portfolio this morning and i came up with exactly the same way of making that plaster just by looking at it!
Thanks for sharing