We want to start all of our texturing in zbrush, and I posted a high level texture below. I ran into one Zbrush problem-
When I sculpt near the edges of my plane in zbrush it slightly moves the edges out of place. When I bake my texture down in max I end up with gaps and have to clone the edges out in photoshop. If you have a solution for this please let me know. I've tried looking all over the zbrush forums. Thanks
M@ttack- glad to see you entering to. You always seem to want to up your skills, really cool to have you part of this competition. We need to go grab a beer.
Funky Bunnies- thanks man, controlling the direction of the stroke with the modifiers seems to do the trick. Corners can be a bit difficult but it just takes some getting used to. I suggest dividing without the smooth also. Thanks again.
Thanks everyone for all the coo comments guys, appreciate it.
Bal, here's a quick rundown for anyone wanting to create tileable textures with zbrush below. Dusty and I experimented with this alot.
-Create a plane in max and rotate it 90 degrees on the X axis. Export to zbrush.
-In zbrush subdivide plane with smooth (smt) turned off. This will keep it square and you get u the same results.
-Grab the brush you want to sculpt with and turn Wrap mode to 1 in the Brush panel. You will have to kick on wrap mode for additional brushes.
-In the Transform panel play with your modifiers like Funky Bunnies suggested
-After done sculpting export back to max and bake with original plane. It's usually better to start with a plane in max to make sure it perfectly matches up. Then again, this is just faster for me.
New problem. Gah everything you want to do in zbrush requires a galactic encyclopedia search and selling a small part of your soul.
We can tile textures on perfect squares just fine, but if you wanna do a 1024x512 rectangle, OH NO. NO SIR. Wrap mode will only tile up and down and not left to right. So if anyone knows how to tell me naow!
As far as I can tell, unfortunately all Zbrush does for its wrap mode is copy the stroke at X% of the mesh's maximum width or height.
So it's taking height Y as the distance it's copying the stroke rather than actually wrapping around the mesh and knowing it needs to tile at X horizontal units too. I don't know of any way around this, but I guess you could mask off areas and switch from wrap 1 to wrap 2 or do as much as you can at a square format and stretch to 2x1 only for the smaller details?
Yeah thats what I think I'll do. Ill start with a square and then stretch it out to a rectangle. To keep my polys square when its stretched, I will start out with a rectancle and smoosh it down into a square.
hell yea dusty, that looks twice the goodness! I like those breathing sacks too. Came out great
Here's some rock below. I'll probably redo this one if I have time; I found some reference that may work better. Tomorrow I will start throwing our base materials onto our terrain and start modifying. I'm gonna start focusing on the shell more.
dang- you guys wouldnt happen to work for redfly would you?
I was wondering the same thing! Thought this might be the case when I saw you guys were viewing in Infernal engine..I thought, hey, that's the engine we're using! Then I remembered we were using your (TRI's) engine
I really Enjoi watchign you guys work on these stylized enviro pieces so much it makes me motivated to do some stylized work... it makes it seem fun instead of tedious. Great job so far fellas
Some quick paint overs to establish terrain and sky. Next I am going to actually create the sky texture. Dusty and Spetch got some goodies they are going to post up soon.
Replies
We have a temporary blockout we can run around in with the Infernal Engine. More updates on this to come-
kickass presentation too
Small update.
When I sculpt near the edges of my plane in zbrush it slightly moves the edges out of place. When I bake my texture down in max I end up with gaps and have to clone the edges out in photoshop. If you have a solution for this please let me know. I've tried looking all over the zbrush forums. Thanks
That should constrain the edits to only occur on those 2 axes so points wouldn't shrink inwards
Funky Bunnies- thanks man, controlling the direction of the stroke with the modifiers seems to do the trick. Corners can be a bit difficult but it just takes some getting used to. I suggest dividing without the smooth also. Thanks again.
Thanks everyone for all the coo comments guys, appreciate it.
Looking forward to seeing the final result.
How'd you get your zbrush sculpt to tile like that? Useful technique that.
-Create a plane in max and rotate it 90 degrees on the X axis. Export to zbrush.
-In zbrush subdivide plane with smooth (smt) turned off. This will keep it square and you get u the same results.
-Grab the brush you want to sculpt with and turn Wrap mode to 1 in the Brush panel. You will have to kick on wrap mode for additional brushes.
-In the Transform panel play with your modifiers like Funky Bunnies suggested
-After done sculpting export back to max and bake with original plane. It's usually better to start with a plane in max to make sure it perfectly matches up. Then again, this is just faster for me.
Hope this helps. -S
We can tile textures on perfect squares just fine, but if you wanna do a 1024x512 rectangle, OH NO. NO SIR. Wrap mode will only tile up and down and not left to right. So if anyone knows how to tell me naow!
So it's taking height Y as the distance it's copying the stroke rather than actually wrapping around the mesh and knowing it needs to tile at X horizontal units too. I don't know of any way around this, but I guess you could mask off areas and switch from wrap 1 to wrap 2 or do as much as you can at a square format and stretch to 2x1 only for the smaller details?
hopefully there's a better way than that
BTW, looks great. love your style.
Here's some rock below. I'll probably redo this one if I have time; I found some reference that may work better. Tomorrow I will start throwing our base materials onto our terrain and start modifying. I'm gonna start focusing on the shell more.
I even looked up the definition of pimptastic on urban dictionary...:poly142:
I was wondering the same thing! Thought this might be the case when I saw you guys were viewing in Infernal engine..I thought, hey, that's the engine we're using! Then I remembered we were using your (TRI's) engine
Wicked job so far guys, keep it up!
Here's a mushroom I started working on today. I'l prob. go back and tweak the material, but gotta move on.