Hello all Found a way to do organic modular work that produces an almost unnoticeable seam. At the moment I am just testing it on tunnels but it looks to be a viable solution for creating organic modular pieces. I have been searching for a while now and most of the solutions are stagnant and repetitive, this way you wont…
No worries on the crit :poly121: The whole idea is based on the normal map or several variations of normal maps that are modular. You can of course use flat planes and derive the textures from that. If you have a few unique high detail sculpts that are modular that's really all you need, in fact one sculpt is enough as you…
Sorry for the delay guys with the tutorial but I have been fixated with lowpoly seams and finally worked out what the problem was. Mesh decimation works well for rocks and cliffs but causes problems if the mesh is flatter. Got around this by just exporting a lower subdivided mesh from mudbox, 256 polys and the end result…
Ok guys things are looking good so far :poly121: I have been treating the highpoly sculpt cuts as "GOD" as this is of course where the normal maps are generated. The actual sculpting of this segment was done in under 3 minutes. Below are 3 of the same 1k segment in modular formation and as you can see they are tillable,…
OK guys, The bend idea is madness as I just spent a day trying to come up with a way to get a high poly "bend" bake. Unless you have access to NASA's computing power you can forget it, even trying to duplicate a 1kseg in modo is just impossible to do without a massive slow down. So I figured I would just go with what I…
OK I watched the first video. I'm not sure how this process saves time/work. Why not make some tiling sculpts on flat planes, bake those out to normal/diffuse/specular maps, then make your lowpoly tunnel segments using tiled UVs? You can avoid repetition by painting some vertex alpha to blend in different texture sets…