Hey guys,
I've been making single tiles, but are nearing creating my first wall and a 3x2 tile set.
Normally when making single tiles, I:
-create a 128x128 box in 3DS Max,
-lay out the UVs and
-import it into ZBrush as .obj for sculpting,
-create normal map in Zbrush
-export high poly into Mudbox for painting (I try to work as little as possible in Zbrush since I can't stand the interface)
-then export all maps and a low poly .FBX and compile it all in UDK.
Thing is, I want to create two things now:
1). A tile set of 3x2 of those single tiles. Problem that I see it is that all have their own normal maps and textures as single tiles. Any easy way, or logical way to group up some of them to make a 3x2 considering their UV maps and textures?
2). I guess this is kinda the same question as the one before. I want to make a wall with stones. Was thinking of using a 384x128x256 base and then insert sculpted rocks in it. Same thing here, how do I work with the UVs and such?
I'm just curious to how the procedures are normally. I rather not use Zbrush for anything else besides single object sculpting. I've cursed so much I got a backpack of free tickets to hell by now.
Thanks
Replies
http://wiki.polycount.com/EnvironmentSculpting
Yeah, this is exactly the process I'm looking for. What confuses me is the texture making..
Say I have 6 different meshes, with 6 different UVs, all put together into a 3x2 tile set. Now, I want to use this as a single mesh, with a single UV and also throw together all the diffuse textures as one, although they all look different.
So, I have all of these in Mudbox, imported from Zbrush, as individual meshes and textures/maps. Should I simply select them all, send them into 3DS Max, group them up, and create UV, then send them back into Mudbox for normal map creation and texturing?
Basically, I'm trying to create 6 individual mesh tiles to 1 single 3x2 mesh tile.
I'll read up on that link, thanks for posting it.
You can bake in 3ds Max, Mudbox, or ZBrush. You can also bake in Xnormal. All these tools support baking from highpoly meshes into a lowpoly one.
In game development, sometimes you want to bake the 3x2 into a new single texture, so it reduces draw calls. Or sometimes you keep them as 6 separate textures, if the game engine and game type works better with individual pieces. Depends on how the pieces are used, how the memory management is done, etc.
Usually though, the more you pack textures into atlases, the better.