Sunday, April 7, 2013

Rock Texture


Una Textura de roca tileable creada a partir de un mapa procedural del 3dsmax (un simple celular) y detallada en zbrush. La imagen de abajo muestra tres fases del proceso. La primera es el mapa procedural tileado con una macro del World Machine, aunque se ve un poco el tile lo arreglé en la fase de esbozo. En ésta fase las formas generales de la textura enpiezan a aparecer. La última es la textura final con todos los detalles añadidos. Normalmente uso el pincel standard con alphas personalizados y los pinceles de recorte o acabado (trim) y noise.


This is a tileable rock texture created from a procedural map in 3dsmax (simple celular) and detailed in zbrush.The image above show three key states of creation. The initial state is the procedural map tiled with a World Machine macro, although the tile was a bit visible, I could fix it later in sketch stage. In this sketch stage (middle) the general form begins to show up. The last state, is the finish texture with all details added. Usually I use standard brush with custom alpha, and trim and noise brushes.



3 comments:

  1. Very nice rock textures, my workflow is pretty similar (celular noise displaced base mesh put to a sculpting tool) but i was always curious if there would be a clever way to already get a properly tiling base mesh - going through that process manually in the sculpting tool is obviously possible but its annoying and can take a while - so i stumbled across your article where you said you tiled the procedual map using a world machine macro - it would be very kind if you could describe that step more in depth, thanks, Jonas

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  2. Hi Jonas, to make tileable the procedural map, first export the map in 16 bits at least. Then import in the World Machine (http://www.world-machine.com/) node editor as fileinput (heightfield) then connect the output node with the Seamless map macro, you can download from here http://terrafgen.free.fr/Macros.php and tweak the options to get a good result... but it's not perfect. Then export again, and import in your prefered sculpting software. And that it's all. Any questions are welcome.

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    Replies
    1. Thanks for the quick reply - i see - i thought you would have done some sort of crazy magic by blending several procedual maps using a script or something :) But to be honest i used to make the mesh itself seamless (in my case in 3dcoat) which is pretty annoying because it has the tendency to become a rather slow process whereas exporting only a heightmap and making that tileable should be way faster and easier (no matter if its done by a script or using offset in photoshop) - that should be very helpful to me, thanks a lot

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