Hey all,
After the tragic loss of my alleyway scene, I decided to bust out some PBR textures I'd been working on to refresh myself. They're sculpted in ZBrush, but I may pop into Substance Desiogner once I get my own license.
Rendered in Marmoset 2, critique would be sweet
Here's some outdoor stone:
And a brick wall:
Replies
Made some mud next. Organic stuff is cool
Got some colleague feedback and managed to improve my bricks. The last ones were too light and looked like clay - needed a better specular too.
I tweaked the cobbles:
Nastobi: I don't use polypaint. I bake colour masks in MAX and use Photoshop overlays to add variance. Polypaint is a bit too cumbersome for me I use the heightmap/ao and maps generated from normals in Crazybump to help with details and create masks.
Jonas and Kratos, thanks guys! I try my best
Why not just bake out the AO and Height along with your normals?, any advantages?
That's an odd process but I can't argue with the results.
I do bake normals alongside the height, AO etc, but for detail normals, such as gravel and microdetail, I use Crazybump. I then mask out the detail normals and combine it with the baked normals.
Made some sand next - the base normals for this one was a little complex, so I'll explain if it helps anyone;
So I did a sculpt of dunes and tried baking it, and despite the symmetry being on when working on the edges, it looked bad with HUGE seams. so, to solve this, I baked out a heightmap, quadded it and made the edges tile in photoshop, and then reprojected onto a plane in Zbrush to be sculpted and refined again
The process still left some seams, but I think I got rid of the worst areas.