Hello!
Im no longer a user of crazybump so im not sure how to create a brickwall normalmap that matches my diffuse brick texture
i have made a wallmodel ,i imported it to mudbox and subd to a level of 80000 polys.i make some bullet impact holes,But how on earth do i make the bricks?
I export my highpoly model to 3ds max again and render out all the maps from there.
Shuld i make the bricks in 3ds max and export them to mudbox,detail them and export it to 3ds max again and copy them in random order and attach them to my wall,Then render out a normal?
any suggestions?Its for the unreal engine 3 so i want every little detail i can get,Also i prefer doing it the hard way
Also i wounder how you guys make houses like in call of duty 4 (Bloc). Im not sure if i make 1 wall at the time and then attach it inside the engine or make walls as one model and floor,roof as one...
Thanks guys!
Replies
have you tried the nvidia normal map filter for photoshop?
http://developer.nvidia.com/object/photoshop_dds_plugins.html
its doesn't do as much as CB but if you only need normal maps its pretty good.
Also, Ryan Clark is a pretty cool dude.
Now as far as your actual post goes, for bricks its good to actually model some simple brick meshes in your 3d app, set up in a tiling pattern and then throw em into mud. And also include a seperate (can just be a plane) mesh for mortar inbetween the cracks. The thing to keep in mind with modeling the bricks, is to try to keep your polys evenly-square-sized.
http://wiki.polycount.net/3D_Tutorials/Modeling_Bathroom_Tiles
http://wiki.polycount.net/Normal_Map#Tutorials
About halfway down, by Dave McCoy.
http://www.doom3world.org/phpbb2/viewtopic.php?t=17688