Hey folks, Just wanted to show this rock wall. I'm preparing a tutorial on how it's possible to tile mesh and zbrush rocks at the same time. Not a secret or big news, but might help some. I hope you enjoy, tutorial is coming soon. And of course, c&c welcome.
Yes, most people do like that. But as you said uv stretching is one the reasons. It's not just a matter of quality. But it also comes on the time being, and where this is going to be used. If a bit far away, I don't see why using this method at all. I can also myself merge the verts if this is going far ;) Thanks man! Yes…
i may have already commented on this thread.. but i need to again. thx so much for that tut. it was very helpful. i tried it out yesterday and it seemed to come out decent enough.. i think i may have skipped one of the final tiling steps but thats ok.. im sure ill try it a few more times. one thing im curious about…
It can sometime depend on the engine used but i can understand where your coming from. The only downside i can see is texel limitation. Your confiined to a single shape and size ratio. You can only scale so far and use detail normal maps so much before it become "strange". Actually, if you don't mind a crit, I went back to…
Missed this tut when it came out (thanks MetalMind) but it's a great one! Added to the wiki: http://wiki.polycount.com/EnvironmentSculpting#Tiled_Sculpting http://wiki.polycount.com/TilingRockWallBeyer bugo when you get your site sorted out, let me know and I'll update the links.
Yes, mostly are cavity masks from the curves I do in zbrush, after that I bring all of them to photoshop or any paiting software and start putting some layers of photo source from cgtextures. I usually create a snow mask in Maya so I can put dust or Snow as I did on this example. Hope that helps. I can someday do a more…