Oh yes I've used that script however I've noticed that it has problems with continuing quads. Good example would be a plank. Try creating a single plank with beveled edges. Then add a couple of edge loops. Then try the script again.
It was a modified Mari and a giant library of tiling materials. Crazyeyes, is it possible for you to explain the tiling method you mentioned a few pages back, regarding the first subtool? I saw that you uploaded an example on Artstation. Any word on Anthony's 2.5 method as well?
Put you on the spot a bit there didn't I :P I'm no technical guy either, maybe you can describe it in a pure art sence, almost like a step by step using one of your textures as an example? Above you likened it to substance designer or ddo, how so?
They have a presentation out there somewhere about their workflow with Mari. I think he's saying it works like Substance or DDO in the sense that you're working with masks and tiling textures, which in the end are composited into the standard albedo, normal, spec, gloss, etc. If you want dust in the crevices, you get a…
I think I missed a question related to the rocks. The rocks aren't custom baked assets they are static Geo with tiling textures. Specifically a four layer blend blending from three rock types and a witness drip layer. The game actually uses a normals modifier tool that was custom script for Maya allowing us to manipulate…
I'm sure he'll post soon. As you see in this example, Zbrush uses the first subtool, "the frame", to identify the tiling threshold. Notice the sculpts repeating patterns relative to the frame borders. Additionally, Zbrush's default plane is another marker you can use for tiling. If you export the default polyplane to maya…
Hey guys, thank you for all the positive responses. I am overwhelmed and humbled. I'll do my best to answer everyone's questions and if I miss anything just ask again or ping me on LinkedIn or my personal email address. Bobby.jrice@yahoo.com A lot of you asked questions about how long it took to make the textures. Ready at…