If you add decals you can add extra detail to the trunks that wouldn't be located on the tiling texture and rather have some unique areas on the trunks.
in any case, I think your problem is the size of the textures, its very small and noisy, I would scale up the tiling like 2-3 times if I where you.
and then ad some variation in the mesh to, now its all very straight and stiff, make the logs a bit curved here and there, ad some silhouette change to them.
but to sculpt the whole texture that will take ages
It seems like you came for advice and have chosen to outright reject most of the advice offered to you. That needs to change.
If you sculpt the model you will have better results. If you sculpt it in a way thar allows you to tile the normal texture you'll have high quality normals after sculpting approximately one eighth of this trunk. You can print (or create) some alpha brushes so the whole thing only takes you half and hour when all is said and done. Or you can use brushes to sculpt everything by hand using the same suggestions.
Or, having obviously never sculpted a high poly before and being new to the workflow, you can be intimidated by new techniques and reject help. But if I may offer a suggestion, when you find yourself intimidated by unfamiliar techniques, ask for help.
i have tried something with another kind of bark and made there a normap map from. but i still used the same diff map before. http://gyazo.com/b06885b36fc8ed1e5ca7e2704306f64d
this is what i got so far. Does this look realistic or do i need to make the diffuse or normal map more realistic?
i never sculpt before a texture so if i need to sculpt i need to learn the basics to sculpt a tree bark. do you have any suggestions how to sculpt a good tileable tree bark texture
oke found some tree textures and some images off tree's.
But now i need to make the normal map on the plane but how do i make it realistic enough and i dont even know how to start
oke found some tree textures and some images off tree's.
But now i need to make the normal map on the plane but how do i make it realistic enough and i dont even know how to start
You don't make normal map on the plane, you sculpt the plane so it looks like tree (also it needs to tile so you either have to use symmetry when sculpting edges or modify texture after baking). Then you export it and bake...ta da. You now have your own texture of tree with all it's information (normals, AO, height, curvature, cavity...whatever you want).
You should add some details to the silhouette. Right now, these are basic cylinders with a tree texture on it. You need to break that CG look.
I also think that the texture is too noisy, there are too many very small details and not enough big details, like wood knots or maybe even some small branches.
oke i see what you mean its just like a big log but i can add a few details to it. i am still searching for the great tutorial that teaches me how to make a good wooden log with knots etc on it.
Replies
http://gyazo.com/a10f085e274a2badfa2b51ca0740984c
http://gyazo.com/f2df4f605754257f48f8ba1e5d0b3fe4
http://gyazo.com/77d3668d3e03bc5b0e8a1c40b19e64cf
in any case, I think your problem is the size of the textures, its very small and noisy, I would scale up the tiling like 2-3 times if I where you.
and then ad some variation in the mesh to, now its all very straight and stiff, make the logs a bit curved here and there, ad some silhouette change to them.
Sculpt it to make it more than just cylinder with texture on it.
Add displacement map (if you aren't fan of sculpting all the details from the photo). [export it]
Make low-poly. [export it]
Bake. (Normal, AO and height if you want. Generate Cavity from normal map and bunch it all together.)
Add color...and done. (Or just generate cavity and AO from that texture of yours)
Blender did the job. (Any package should be able to do so too)
(Also turned out adding Height map to cylinder is bad idea.)
but i dont know how to make a good normal oof it
It seems like you came for advice and have chosen to outright reject most of the advice offered to you. That needs to change.
If you sculpt the model you will have better results. If you sculpt it in a way thar allows you to tile the normal texture you'll have high quality normals after sculpting approximately one eighth of this trunk. You can print (or create) some alpha brushes so the whole thing only takes you half and hour when all is said and done. Or you can use brushes to sculpt everything by hand using the same suggestions.
Or, having obviously never sculpted a high poly before and being new to the workflow, you can be intimidated by new techniques and reject help. But if I may offer a suggestion, when you find yourself intimidated by unfamiliar techniques, ask for help.
http://gyazo.com/b06885b36fc8ed1e5ca7e2704306f64d
this is what i got so far. Does this look realistic or do i need to make the diffuse or normal map more realistic?
he was talking about Mudbox.
get some images of trees, start with a plane and sculpt it untill it looks like tree texture.
But now i need to make the normal map on the plane but how do i make it realistic enough and i dont even know how to start
You don't make normal map on the plane, you sculpt the plane so it looks like tree (also it needs to tile so you either have to use symmetry when sculpting edges or modify texture after baking). Then you export it and bake...ta da. You now have your own texture of tree with all it's information (normals, AO, height, curvature, cavity...whatever you want).
I also think that the texture is too noisy, there are too many very small details and not enough big details, like wood knots or maybe even some small branches.
have you considered posting in polycount's techniques thread? or a zbrush forum?
tried to add so more details to it