beta testing 2009 ATM, and ive been wandering if/how anyone has made tiling meshes.
this is particularly for env.work
I have figured out how to make meshes tile using Zbrush using a combination of projection aster warping etc, now i need to compare mudboxes abilities, if anyone has any suggestions i would be all ears.
Replies
W3rd! :poly134:
is it possible to instance objects within mudbx?
I've been searching high and low for information regarding this and I've turned up shit. I like mudbox, but I'm tempted to ditch it and start slogging through Zbrush.
ha weve all moved around since we culled the dead meat ;-) you wouldnt be able to find my PC
Eric- tried that in zbrush befor i fiured out how to do it propperly, not the best results, pity as i like mudboxes sculpting tools way more
Another way someone suggested to me was to create your meshes on a sphere or a torus and then project this back into a flat texture in max/maya.
it is, or at least i can create pervectly tiling meshes, no need for bringing displacement maps into other packages
Also dropping your mesh to the canvas then using the grab Mrgb tool is no good as it will always create a dodgy seam that is impossible goo to fix. even with blur or smudge.
As for mudbox. sculpting with symmetry on is a far from ideal workflow.
chunkey, you can use the wrap feature in the brush as long as your mesh is roughly flat and a squared number in scale (ie 64 32 128 etc) this works a treat, until you forget and do some smoothing or sommit forgeting that you need to tag it for every brush
edit- if there is enough call for it i wil write a tutorial,.
*Edit*
To clarify what I just said. I was referring only to mudbox. I've seen the zbrush solution and god do I wish mb had incorporated that into the new release.
thanks for everyones help
http://www.zbrush.info/docs/index.php/Wrap_mode
http://www.shatteredmesh.com/Share/Tutorial/tile.html
http://osart3d.wordpress.com/tutorial-creating-perfectly-tiling-meshes-in-zbrush-for-use-in-videogame-environments/
tell me what you think, plus spelling corrections wuld be ace ;-)
A couple typos I saw...
"especially usefull for cliff faces and rough stone surfaces."
"- Load the tool in and start drawing them on the canvas, daw them in empty space but dont go over the edge of the document."
"- Repeat util canvas is filled making sure no gaps are left."
"- Click on “alpha” on the right hand side of sreen and “grab doc”, this wil give you a height map"
"- Makingsure the alpha is in the alpha slot open the displacement dropdown in the tool menu"
Rock on & thanks again for sharing, I'm certain these will be very useful to lots of people.
I'd really like to see this process visually.
SHEPEIRO: If at all possible (if you are still working on your tutorial, and it's obviously awesome) that you could show the zbrush user interface in your tutorial. I realize that it's a lot to ask, but I find that was a really cool thing Frozan did in his tutorial. It helped me understand what to do, as any confusion was erased by seeing the interface and menu's so the user knows exactly what to click or slide. Zbrush has a fair bit of complexity to it's user interface. I've used it before, but it has been a while as I've been using mudbox a lot more for my work flow for tileable textures. I'm always interested in learning different methods. Especially the one's that you two are touching on (displacement/sculpted meshes where the low poly geo's represent the forms). I've mainly been working on concrete walls and the like (flat surfaced tileable meshes).
Here is an example of something that confuses me a bit, and would be more clear with visual aids.
"- Subdivide with “smt” off to roughly 1 mill or above for a 512* or 4 mill for a 1024
- Go into edit mode
- Import the doubled up map
- Making sure the alpha is in the alpha slot open the displacement dropdown in the tool menu
- Type in a value into intensity (I used ten, seems to give you roughly the same height as the document you made the heightmap in) and press the “apply displacement” button
- Export the tool as an obj at the top level and at the bottom level"
http://www.dashdotslash.net/Mudbox2k9/MudboxTileableTextures/MudboxTileableTextures.htm
thanks for the vid tut on mudbox, shame its still a bit limited in scope.
Not an accent you immediately link with technology, haha.