Hello,
I have this set of tilable bricks layout. My main problem is that I have chamferd the edges of the bricks on all 4 sides. So I need to re- dynamesh the bricks. For a better smoothing. But when I dynamesh at 1024 I'm on the 3 mil count. You would think that would be more then enough. When applying suface noise to the mesh. It smooth's/blurs out the fine detail.
Is this because I have alot of bricks divided by x number of bricks? Then the poly count is to low?, because its a total ammout of poly's.
Do I need dynamesh? The only reason I'm using dynamesh is because of the poor distribution of my faces. I understand that dynamesh is to sketch out a base model.
How would I approach this?
Thanks,
Replies
Thanks to Kevin Johnstone for the picture.
Basically follow the picture, then just divide in zbrush and start your sculpting.
Noise will require that the mesh is divided heavily if you want noise that looks small and these details would probably get lost anyway when you bake down to the normal map.
Probably a dumb question but when you dynamesh, are you setting the Blur to zero? It defaults to 2 and will blur out your detail every time.
Hello Ark,
Thanks for the info all. I already know this from Kevin tutorials. I also was trying some techniques with hard beveled edges. And I thought it might been my mesh. But I just tried kevin approach and it does the same thing. I have whole set of bricks eg 64 that make up my tiling set. I would like to see more detail, but I think it because I'm applying surface on all 64 bricks in one go. The surface noise is hardly visible because of the low poly count 3 mil / 64. Even with 3 mil poly's its not enough.
If I take one brick and subdivded it few time then the noise is much better.
So then I would have to instance that brick 64 times. The only thing is how do you get the brick to be precise on the grid?? I haven't tried this yet.
I was thinking of having a low grid layout version and then replacing them with hipoly instances.
At least the low poly version is precise on the grid. Not sure if this would work and is possible.
Just wondering...
(If you do individual bricks, you'll want to keep the backs so that you can rotate one brick around for more variation).
Basicly I have them already layout on the grid in max. But you mean instead of subdividing them as whole bunch of bricks. I could make seperate subtools parts. This way I can achieve a higher level of detail. Then export each subtool back to max!!!
That's my plan too... zig zag. I just did't quick layout sketch. Don't
pay attention to the straight green lines. I think making seperate poly
groups might help alot.
Thanks for helping out.
I will give it ago!!