So I've started making a modern modular building. Seems like a must have piece for a portfolio according to the agencies I speak to. I have a pretty good idea how to go about it. One thing worries me though, and thats which way to do the detail work- mainly the bricks.
So I made a modular window section and I need to make a brick texture. Whats the best way to go about it?
1. Do I create a ton of lowpoly bricks (plus the other details like the trim around the window), take these into zbrush and detail, bring back to maya, make them tilable (so that the red bricks are the same for the wrap) and bake these on to the lowpoly model? (will the polycount be too high for my pc to handle?) Or bake in xnormal?
2. or do I create a tilable brick texture and normal map that I then apply to the modular piece in photoshop? How do I make sure it tiles nicely if the modular piece only takes up, say, a third of the UV space as it shares it with other assets? And what do I do with the brick texture where it meets the concrete trim around the window? Do I bake that out seperately and then lay it over the top in photoshop?
I dont want multiple texture sheets/materials on the same asset. I want one texture sheet. Does that make sense?
Sorry if this sounds a bit stupid. I'm not asking how to model things as such. More the way in which you would go about it. The pipeline if you like.
Replies
but if maya cant handle the high poly brick from zbrush to to decimate them a bit in meshlab first.
here is some info on that http://www.brameulaers.com/tutorials/optimisation_workflow_tutorial/optimisation_workflow_tutorial.html
if you can set all your pieces up that have brick to warp fine like that i think method 1 will work good.
a other option is to make a wall of those bricks and bake it down to a plane and put the texture where you need it in photoshop.