Thanks Michaelf, that seems to have worked fine. Thanks, Gnoop. I tried that but it caused some issues with texture blurring in the later steps. My workflow ended up looking like this: Photoscan to ZBrush Workflow 1. Export model to .obj (.FBX export with textures works until the end when the textures appear to blur, so I…
Great work. I like how your ground grass texture holds up. About your stairs, I've found that the Zbrush Trim sets can go a long way. (ex: dynamic Trim) If you are working in Zbrush Layers then backtracking should be easy enough. Trim Front is also really good for creating nice contrast between smooth and damaged stone.
Hi everyone! I'm making some modular props and materials in orther for me to practice trim sheets. I'm making a little scene of Casco Antiguo (Panama City's colonial sector). So far I have the models mostly done, and I'm working on the materials for the different trims. Some screenshots of the materials for the street and…
I've been working with Designer for 3-4 years and in that time I've made it my mission to try to be 100% procedural. I find that if I abstract and isolate forms, there isn't much I can't achieve (although I'm also still learning with every new type of texture I do). I only go back to ZBrush for really complex patterns or…
It's been awhile since my last post. For my trees, I'm using painted planes with alpha masks to simulate the branches. Here is the result in max. I also tried my hand at painting a tileable stone texture with trim. Watching Glode's videos on the subject helped a great deal; Here's the link. I've also sculpted a stone…
Hey @Dethling Thanks for the idea. I agree, so I actually just adjusted the texture a bit in Unreal Engine, then tested how it looked in black and white in Photoshop. I wanted to be careful about pushing it too much so I settled here. What do you think? @AgelosAp glad to hear it's working better. I added more props to help…
Architecturally there's a lot of details missing here in regards to trim and structure. You could change the way you are texturing using thirding to add details like floor trim and door trim, for example: http://poopinmymouth.com/process/tips/thirding.jpg The lack of door frames, the way the posts aren't on the ends of the…
Thanks for the big resolution shots! Looks promising. You'll probaby fill the scene up more, but right now, the big empty floor area with the repeating board pattern is something that stands out immediately. The shot towards the sun works best in that regard, as the specular breaks up the shading. The materials and colors…
Hey everyone! So I'm working on a personal project (I'm making the Indominous Rex Paddock from Jurassic World) to run on UE. But I just can't figure out how I would UV the walls of the paddock, I built it in a modular way like the real walls on the movie. Is one texture set enough for the walls? One segment of the wall is…
Hi, I have been very busy doing the last tweaks on the project It's been very hard for me to tweak the illumination, i think i have reach on a sweet spot right now for quality x performance. It's not perfect.. i know that, but this is the very best i can do now. So far, the changes are: * 8 new props for kitchen, there was…