Hi. I have been working on a cathedral environment and I am at the stage where I want to create many large block/brick walls. I have noticed them in Bloodborne and most recently DS3.
The problem is I don't have an idea how I will achieve this. What I am thinking is I would produce a tileable sculpt in mudbox of the block/brick walls and then bake them down onto a plane. Is this correct?
I was wondering if anyone has overcome this problem and what solution you found? I am not fantastic at baking and it seems whenever I try it, it just does not go right. I have all the necessary tools, such as xnormal, max, and mudbox.
![](https://us.v-cdn.net/5021068/uploads/editor/qt/rrt00yh9iise.png)
![](https://us.v-cdn.net/5021068/uploads/editor/y8/op309fp7z2pe.png)
Thank you!
Replies
I'd recommend the tiling overlap sculpt technique that Anthony Vitale shows in one of his youtube videos. It's in zbrush, but it still show a quite nice technique for creating tileable texture sculpts for bricks and whatnot.
http://wiki.polycount.com/wiki/EnvironmentSculpting