Hi, Ive been working for a low poly internet game for the last couple of years but need more of a challenge! Im working on my portfolio, mainly making environments in the Roboblitz version of Unreal Ed. My main problem is Normal maps. There is a lot of focus on Normal Maps for characters but not too much about an effective workflow for an environment artist.
Most of my textures are layered photo-sourced images and Ive been generating the Normal map using Crazy Bump and the Photoshop plug in. They arent great and I havent got the amount of control I would like. Ive played with Zbrush and its great for modellling but I want to be able to load in a fully textured model and scuplt it with the texture applied to it. At the moment, modelling a brick wall and then trying to get a photosourced texture to fit is a nightmare.
Is it also possible to load in a normal map generated from a texture using the NVIDIA photoshop plugin and tweak it in Zbrush?
Any help would be much appreciated!
Replies
http://www.ericchadwick.com/examples/files/Rorshach_SciFi_SupportBeam.pdf
http://www.chrisholden.net/tutor/util01.htm
http://www.iddevnet.com/quake4/ArtReference_CreatingTextures
http://www.zbrush.info/zbrush2_wiki/index.php/Seamsless_Textures_by_FP
There is a video tutorial that show how to load up your seamless texture made in photoshop bring it into Zbrush and once there you can used models primitives and other models to create an accurate height map for your texture. The important step is to get zbrush to act like the offset filter. Says in the wiki
Another way to approach this if you are not familiar with Zbrush is to model your bricks or whatever in your favorite 3d app. In one of the views. I just pick the view the responds best to perspective navigation tools and gives me the typical tangent space colors. You load a blue print if you have one of your texture and then model the parts, or design the texture on the fly. Make a plane that matches your texture size, for example 256 x 256 then once you are done you can project this onto a normal map. I like to leave enough room for cropping just in case the software adds extra shit to the edges that screws up tiling.
Alex
The link to the wiki is awesome, thanks very much. Do you know where the video tutorial that expalins how to load images into zbrush is? Do you know where this is described in the wiki, it looks like a perfect solution to my problems!
ps I love the tanks on your site, theyre ace!
Thanks for the help!
Here is the wiki page for it.
http://www.zbrush.info/docs/index.php/Wrap_Mode_Tutorial
The other great thing is the zproject brush to bring in several objects and put it on one mesh.
I would design the texture first, make it seamless and trace it in a 3d app then go to zbrush to add more details like cracks and bumps. I'm sure people at zbrush central would be able to help you find those tutorials.
Alex