Hello fellow 3D junkies.
I've been experimenting with mixer and world creator the last couple of days. I really was wanting to develop a workflow to generate and create distant environment geometry/textures. I wanted to see if I could utilize Zbrush sculpts as well as terrain height data used from world creator thrown into mixer
in order to create tile-able distant terrain PBR materials. Any questions, critiques or feedback is welcomed.
Let's jump in, first one was this icy boy. I pulled up the details in Zbrush on a plane using a tileable (wrap) workflow. I then grabbed the heightmap out and brought it over to mixer.
Icy Tundra
VIDEO <-CHECK OUT THIS VIDEO!
Next one was a desert themed tile, I like the colors of this one, but the cliffs were coming out a little blobby, and I wasn't able to get great texturing details out of zbrush using masks or cavity masks. It kinda worked but I figured I was gonna have to bite the bullet and mess around with world machine or world creator.
Sandy Desert
VIDEO <-CHECK OUT THIS VIDEO!
So I ended up purchasing world creator and I was able to get a decent map out of it that more resembled the plateau'd cliffs I was shooting for.
This one I continued to work on in order to be able to better achieve a mask that allowed me to put the rock materials on the cliff surfaces using "heatmap" exports from world creator.
Canyon desert remix
VIDEO <-CHECK OUT THIS VIDEO!
Till next time. Back to XWing land.
Replies
Get it into Unity. Boom, distant low poly terrain. Tilable and then you could make hero assets that could intersect to have some landmarks. Should be fun when I actually try and make something for reals.
Until next time.
Mixing distant with mid detail pieces.