Hi I was looking in pinterest and saw some pbr textures from Clinton Crumpler, totally amazing textures and I never saw this RMA texture before (or at least not combined in this way).
So how I do this? Substance designer nodes? Or its all only one baking texture?
Please explain for me? Thanks!
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Looking at the stones, there is no way this could ever be from photo to normal, those are very likely 3D sculpted and then baked down. Youll never get such normals from a bitmap to normal generator.
This is kinda what you get from a bitmap to normal generator, used the same stone image as base. The tool can not possibly interpret the geometry the rocks are supposed to take from a 2D grayscale bitmap, baking from a sculpt however transfers 3D data and thus the great result
@OP
Create various rocks or things in zbrush / mudbox / whatever
Make your arrangement of your objects onto a plane
Put everything into an Array or multi-replication modifier tool and adjust the stuff
so it is sure to be tiling in all directions (or just make somehow sure its tiling)
Merge highpoly objects (probably not needed depending on tool)
Export highpoly into xnormal
Export plane into xnormal as lowpoly
Bake from highpoly to your plane
Edit: that only describes your baking process, from that you get your AO, curvature and cavity per example, of which you usually base your texture work, which you could continue then in substance or ndo2 or photoshop to get this kind of result
http://wiki.polycount.com/wiki/ChannelPacking
Also if you're interested in creating normal maps like these, see:
http://wiki.polycount.com/wiki/EnvironmentSculpting
I searched only for rma texture in the wiki and nothing appeared, thanks for finding this page!
On the subject of sculpted environment textures, this artist shared his workflow:
http://www.gamedev.net/topic/665118-my-3d-textures/#entry5208163
Now I will show the first result I got with my own rma texture (this was a very quick texture, it need much more work yet.)
So please take a look... It's suppose to be like this? Right?
Thanks again! ^^
It helped me a lot to look at this stuff when I was learning PBR so may be of some use!
I wonder whats taking 2-3 weeks...
An employer wouldnt agree with that timeframe :P
Check the link Eric posted, they're modeling (not sculpting) each rock based on the image.
As for clarification on time those textures took me about 1-3 hours to get to final using some quick bake downs in zbrush, maya and xnormal. Most the magic happened at the end in compositing in Photoshop.
Have an example concrete slab texture on gumroad for free for you guys if you wanna check it out.
https://gumroad.com/ccrumpler
Free with code: polycounters
@ Eric Chadwick
Id be happy to give a breakdown image if you wanna add it to the wiki page