having to sculpt & bake for hand painted textures is a trend I've been dreading but those came out fantastic. I guess I'll have to start doing that eventually.
Amazing stuff Faf!
I love how the style of WoW is evolving with every new expansion, It must be an amazing experience to be a part of. Keep up the great work Faf! Very inspiring.
Also...
I ended up clicking the link to your site and was absolutely amazed by this bad ass model and texture job!!!
If you don't mind me asking, what did you use to render it and how much of the lighting was baked into the texture? It's really got the look of a "Next gen blizzard" style.
I'm curious - how do you handle cropping out the zbrush stuff properly into something tilable? I've used both wrap mode for sculpting as well as the ~ key for tiling meshes themselves, but for either I never have a good way to chop out the tiled/unique part I want to use for a texture... I always do it by snapshotting the screen and eyeballing it in photoshop. It's super hacky.. there has to be a good, definitive way to get an exact cut of the tiled area, but I haven't been able to find anything online about it
I'm curious - how do you handle cropping out the zbrush stuff properly into something tilable? I've used both wrap mode for sculpting as well as the ~ key for tiling meshes themselves, but for either I never have a good way to chop out the tiled/unique part I want to use for a texture... I always do it by snapshotting the screen and eyeballing it in photoshop. It's super hacky.. there has to be a good, definitive way to get an exact cut of the tiled area, but I haven't been able to find anything online about it
have a square plane as a subtool (optionally: with a grid texture on it) and build your stuff to tile from left to right and top to bottom, frame "f" with the plane subtool selected, hide it, document->zapplink to photoshop, remove minor seams.
Incredible work here. Thank you for the break downs!
One question I would have which might seem a bit odd, the stones you create appear to have an alpha used for some of the bumped ridges and pits. Did you make these yourself and do you have any tips for making ones that blend well as I've been trying to create this sort of effect and its something I'm having a problem with?
Amazing work as has already been said Can I ask how you get such nice edge highlighting in the cuts, as I know you originally created a ZB sculpt and then baked down... usually the highlights on cuts or broken areas would have to be painted in the diffuse.
Woohooo.. this thread was the best way to kickstart this day. Waking up to gorgeous textures like this would be something I'd go with every day. Guess I`ll have to make some myself then .
There have been a lot of questions regarding this workflow to which I'd be interested to know the answers to so can't wait for the next Vertex!
Well done once more!
Replies
I love how the style of WoW is evolving with every new expansion, It must be an amazing experience to be a part of. Keep up the great work Faf! Very inspiring.
Also...
I ended up clicking the link to your site and was absolutely amazed by this bad ass model and texture job!!!
http://fafart.blogspot.com/p/twilights-hammer-cart-wip-2011.html
If you don't mind me asking, what did you use to render it and how much of the lighting was baked into the texture? It's really got the look of a "Next gen blizzard" style.
This is definitely the future, and you make it look badass
I'm curious - how do you handle cropping out the zbrush stuff properly into something tilable? I've used both wrap mode for sculpting as well as the ~ key for tiling meshes themselves, but for either I never have a good way to chop out the tiled/unique part I want to use for a texture... I always do it by snapshotting the screen and eyeballing it in photoshop. It's super hacky.. there has to be a good, definitive way to get an exact cut of the tiled area, but I haven't been able to find anything online about it
either way, thanks for sharing!
/me bows
This is why WoW will always have a place in my heart, incredible work Faf, spot on!
have a square plane as a subtool (optionally: with a grid texture on it) and build your stuff to tile from left to right and top to bottom, frame "f" with the plane subtool selected, hide it, document->zapplink to photoshop, remove minor seams.
hope that helps dude:)
i was wondering are those all stock zbrush matcaps that you are using? or ones uve created yourself?
if stock, can you tell us which they are?
I had no idea blizzard used 3d this much
Awesome Sculpt and painting process.
Kiss
One question I would have which might seem a bit odd, the stones you create appear to have an alpha used for some of the bumped ridges and pits. Did you make these yourself and do you have any tips for making ones that blend well as I've been trying to create this sort of effect and its something I'm having a problem with?
Hell yeah, me too dude!
...oh wait, you meant the artist... :poly142:
There have been a lot of questions regarding this workflow to which I'd be interested to know the answers to so can't wait for the next Vertex!
Well done once more!
How long does a texture take you? Let's say a tileable one.
Would be really great to know.