bgoodsell- You are right about the entire texture sheet being a 1:1 ratio for the mesh. It shows my unfamiliarity with UV mapping. I guess I am just having difficulty understanding how I can UV map this one I break it up into several pieces. I created the diffuse, normal, spec using a different reference photo which I…
Hi polycount, I am having a bit of trouble on how to proceed with a modular wall asset I have created. I have created a tileable wall asset in max, and set up a vertex paint material to show, or hide a dirt overlay(yeah i know it looks bad). I wanted to improve upon this idea, by having two versions of the mesh, one which…
To answer your questions Rule of thumb is keep the geometry to match the silhouette. Normal maps will do a better job of faking inward depth than outward depth. I like how you've modeled out the tiles over the grout. For the bake and low poly, that can be flat. With a multiple material setup, you can use a multi-sub…
It depends on what your going to use this in. If your building this into the UDK, you have several shader options you can use to further help you make this asset modular. I'd keep the block as one big piece. Your going to drive yourself crazy if you make it break into smaller sections like your proposing below. 5 minutes…
If your going to go the zbrush route, then focus on smaller chunks of the tile. The texture for this is largely repetitive so you should be able to take and sculpt a 2x2 or 3x3 section of tiles to create some breaks or cracks. Smaller areas means more geometry dedicated to those areas. It will also save you a headache from…
bgoodsell- Thanks for your help. You are indeed correct, I would like to import this into UDK (Hopefully sooner rather than later!). Now I think I am confused as to: A) What the actual geometry should be ie. a tessellated plane (ie what I showed before) vs a more complex mesh where each tile being a beveled extruded square…
Use the 'thirding' mentality. The texture I'd use would be the square starting at the bottom left red tile, going up to just above the middle/thin tile, and going across five tiles. You can add very subtle variation to it, and using your uv's reuse it for the rest of the surface (so for the bottom piece you are using the…