Hi guys,
I've been using 3ds Max for a while and just got Substance Designer, I've never used ZBrush and would like to avoid it if I can.
I see great tutorials on making stone/brick walls with SD but still don't know how to put it all together. It seems the usual way was/is to build a blocky model in Max/Maya, import it to ZBrush to sculp, export back, decimate, and so on. Do I still need to do that? Can't I use SD for all the little details I
would add in ZBrush?
The whole thing is confusing. Let's say I have a nice brick wall texture I made in SD, I don't want to just apply that 2d texture to a flat quad, I want
geometric depth. Do I make the mesh after so it lines up with the bricks in the texture? Do I have to uv-map the whole thing? Is it one mesh or a bunch of meshes, one for each brick?
I can really use some guidance.
Thanks a lot.
Replies
That idea of a bunch of meshes , one for each brick, wouldn't be the best way to handle it, trying to map those bricks to a flat texture that's designed as a tiling plane..I don't think you would get a very clean result there tbh.
In the picture above you can see how there is a combination of static meshes in the ground plane, as well as vertex painting to blend in the dirt material into certain areas of the ground.
What I'm after is something like these cave/mine walls and ceiling. Is it basically a low-poly mesh for shape with nice PBR textures applied? I tried getting at the meshes to learn from but I can't with Outlast 2. I'm going to re-install Dark Souls 3 and see what I can learn from that too.