Hi,
For instance, it's the heightmap from the bake of a tileable sculpt in zbrush. But I'm not able to mask out the pebbles from ground perfectly in any of the baked maps. So wondering what's the approach to texturing these kind of zbrush sculpts.
Any ideas would be appreciated.
Thanks.
Replies
For the rest of them maybe you can take the heightmap into Zbrush or Mudbox and put it on a tiling plane and paint it there.
But thanks for the reply.
That's as clean as I could get it. Not super clean but it's better than starting from scratch in Zbrush from the displacement map. You could do a few different levels filters with different intervals and erase some of them to get a better result.
I watched this video when he imports his subtools in zbrush they are already textured and thus when baking there is already a clean diffuse baked with it. There is no explanation on the texture at that point but is polypaint the only way to texture the high poly pieces you later use to create tileables?
http://eat3d.com/free/zbrush_tile
Also check out this for tilable sculpts, it's more flexible.
https://www.youtube.com/watch?v=bepQk_GHAY4