I have been experimenting with creating tile-able textures in zbrush and have had some great success thanks to these forums. However I have found that these types of shapes in the following screenshots are confusing me as to how to set it up. Rock shapes and repeating patterns like bricks are easier to setup. Example 1:…
Basemesh cylinders should be fine too. Just grab the move brush and have at it until you get a tangle. Intersecting them to create branches probably wouldn't even be a problem if it just gets projected onto a plane with the plan to smooth over and resculpt some areas.
The bricks on top with the carvings? If so then they are still bricks so the base mesh can be the same procedure, just with some extra sculpting (just like in real life). Push or pull those areas (either mask + deform, or projection master + layer brush) to create the relief you want, then attack the edges with the mallet…
Damn! Thanks for that video. I wish I had found this a few weeks ago. THis is basically the same thing I had figured out last week. The only thing I found to be a little hard to figure out is the clone brush. When you clone from a source that is a different height than the one you are cloning to it pulls up that area and…
Good ideas on the possible vines workflow. http://www.zbrushcentral.com/attachment.php?attachmentid=171916 But what about the texture on the top? I want to create a base mesh for those shapes including the regular bricks on the bottom half of the texture. But I can't figure out how to set the top shapes up to tile? The…
Oh lord. The gears are starting to turn. I think I understand now. Thanks too all. I will post my results soon! I get it now. Using this method (as long as you have a "scale" template) you don't really need to worry about grids or being precise in zbrush. As long as you match and are happy with your design. Because it's…
Thanks for all the great feedback everyone. Passerby: I'm not doing it as one piece per say.. What I did is set-up a tiling base mesh in my 3d app. Then I exported as one obj. But when I import it into zbrush It still auto polygroups each brick. So now I can hide each one and work on it with ease. However I later have to…
wait are you doing it as once pieace? What I generally do sculpt a few bricks on all sides and add all the details i want than export it out to maya and arrange all the pieces in maya to the pattern i want, than i make a plane that covers the area i want to use in my texture map. after all of that i just do a highpoly to…
Its the same idea; As you can see its very easy to get proper scale now. The next step would be to use ~ and pan over to fill in the missing brick for that row.