Hi everyone, I'm new to Zbrush so any advice on making my first zbrush asset would be helpful. I'm trying to make a tileable rock wall for a game I'm working on. It's going to be seen from an RTS perspective, and it's supposed to loosely resemble slabs of shale. This is what I have so far:
Not quite sure if there's enough big geometry to read from a distance at an RTS perspective. Also, what brushes/alphas should I use to make it look more organic/rock-like? My current workflow is to build up with clay tubes, then flatten/hipolish, then use the clay polish modifier in the geometry tab, and dynamesh when necessary.
Also, I ran into this problem
I was trying to move the wall with the transpose move tool so I could view multiple copies of the same mesh side by side, and I get that artifact. What's the best way to move several subtools around without getting this problem? Or should I just export objs to a diff 3d package, arrange them, then use GoZ or something?
Replies
Those brushes are a good start. As for making it a tiling texture there is a good tutorial in the wiki: http://www.polycount.com/forum/showthread.php?p=1162492#post1162492 (if you scroll down a few posts she goes into detail)
The only thing with that tutorial is instead of using the mrbgz grabber tool, click on the texture drop down menu, open up "Tileable Texture" and click the button "Create seamless".
If you want to make it with mesh and not a plane, this is a good start: http://wiki.polycount.com/TilingRockWallBeyer
Best of luck.