I am trying to model a nice highpoly version of a drystone wall similar to the one in the picture above. I just can't seem a decent start to it, without it looking kind of crappy and fake. I have tried making a few different blocks in zBrush then bringing them back into max, but the polycount just seems to shoot up and crash max.
Has anyone got any tips on where to begin with this? At the moment it just seems to be driving me nuts.
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Here's another similar one about keeping things cheap in max: http://www.brameulaers.com/tutorials/optimisation_workflow_tutorial/optimisation_workflow_tutorial.html
so just use meshlab if your don't have zbrush/decimation master!
Building high poly stuff like this becomes really fast and fun this way i think, just mashing stones and other stuff together like lego!
peace
Your wish has been granted today
Take a look at the R3 of Zbrush 3.5 it´s now included with many more Plugins(i personally missed )
HOLY SHITS!!!
does that work for meshes that arn't connected? Wouldn't it just create a bunch of lowpoly stones instead of one nice solid lowpoly model. I havn't seen a tool yet that can do it automatically in a nice way.
works for me!!!!
You could make your wall in zbrush as one single surface and use the lowest subdivision as a start for your base mesh.
It is harder to get it to tile properly as you can't copy a row of stone blocks from one side to the other like you would in max. I have used this technique for walls that have cement in between the blocks. It also makes it harder to render a guide image for the diffuse with the blocks separated by random colours.