PhotoSculpt is heading in this direction. http://www.polycount.com/forum/showthread.php?t=70506 But it's still a bit of a difficult process, tiling for example.
Great thread. But I've been wondering about the texturing side of things. I always assumed after an asset was sculpted, it was then UV mapped & taken into a 2d editor to texture. Reading this thread this doesn't seem to be the case, rather, you texture in the scultpting program itself. How useful is this? How do you manage…
Thanks for the replies. I can understand in some situations that zbrush/mudbox are the best solution ie carved walls, doors,pillars, etc and object detailing but general floor and wall textures I`m still not convinced. As an example, here is a video from zbrush that I thought would be quicker done in photoshop/crazy bump.…
Hi All Just wanted to ask other game environment artists about your thoughts on using zbrush ,mudbox ,etc as a primary tool for creating textures for environments. I`m asking because i`ve been working in the field for about 20 years and i`m still not convinced about the workflow of zbrush,etc in creating textures. Yes I…
It's a bit of a non issue really. If you get a job requiring you to model/sculpt the surface of, say, a used brick wall, or the very specific surface qualities of an old tree, and the assets required from you are supposed to be delivered with diffuse, specular and normalmap ... there is simply no way for you to do the job…