Looking to create some worn old castle walls and just looking to see if anyone has some good workflows for this. I need some portions of these to connect to one another.
One plan is to sculpt in zbrush then just use a tiling rock material to texture the stones/grout. Is this a good approach? My main concern is getting each modular piece to match up and connect to one another and I might have an issue if I sculpted rather than started with a "castle wall" tiling texture. I feel that if I didnt use zbrush and just modeled in Maya, then used a stone wall tiling texture and just cut around the stones to create that rubble/broken feel, it wouldnt be as good.
Just looking to see some approaches to this. Thanks
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After that you can either do it in zbrush or in maya and start breaking up the silhouettes of each piece in such a way that you are essentially breaking up 2 pieces at once. It's probably easiest to subtract from one piece in order to fit with another or have 1 or 2 "patterns" of stones that you would essentially use as endcaps to join any two pieces.
I would advise to always take stones or bricks through zbrush to get nice looking normals and variety and to add the micro detail. After you've got hat would essentially be the high poly and the lowpoly of your pieces you can polygroup them or material ID them in order to generate masks to start laying your materials.
Some excellent breakdown for this type of thing : http://www.cgsociety.org/news/article/2493/warrior-s-pilgrimage-breakdown-by-arif-pribadi
Also @alloa did some nice work on some modular stone pieces a while back: https://polycount.com/discussion/88996/my-work-at-pi/p1
So I get this I think. Then once I have my high and low poly pieces, I can texture them in Painter...then maybe blend with a tiling stone texture for some micro detail?
From source: http://walkera3d.blogspot.com/2015/10/
A lot of good info in that blog on entire process. Basically the red and blue are the end caps, so technically everything in the green can be tiling while the red and blue act as a standard silhouette breakup which means that you won't have each piece trying to fit together with every other piece, rather you would only have to match the tiling with the red silhouette.
The green can even be a plane with the red and blue caps if you were to bake out a tiling material. But not so much the process you're looking for I think.
Exactly, you can also do micro detail in zbrush since you're going to be baking out the normal map anyway but it's whatever is more comfortable for your workflow. You can also throw the height and normal information into Substance Designer and a make a whole lot of variations of stone materials as well.
Edit: Benjamin Roach did an excellent recreation of a DS3 environment with modular castle walls as well. https://80.lv/articles/dark-souls-3-in-ue4-production-interview/
I was also able to use vertex painting with my method...not sure how I would go about it with this process?
Hmm, I think I might scrap my original pieces and try the above method. I think it just might look better in the end. Seems that doing this from actual geometry rather than using a tiling texture will just get better results.