K. First things firts. Lets create some assets and get them looking nice !
I'm a fan of making stuff out of nothing so I'll try to minimize the need of textures and so on.
Anyway here comes my workflow on creating a simple assets that I will use to populate the area...
1. Modeling the wall
Ive vreated a tiled patern
2. Addint details and different moddifiers - I've used few scripts to hel me out with it
3. Setting up camera and render to render zdepth- which is going to be Displacement map, normal map, ambient oclusion map
4. I've render at 4.5 k in order to get a 4k res texture. Unfortunately it didnt work and I end up with 3.6k texture, In cany case I loaded rendered 32 bit layers to photoshop, crop to my patern, fixed tilling.
5. Based on rendered layers I created diffuse, reflection and glossinss map.
6. Finished shader rendered in 3ds max. It works in both RT cpu and RT GPU mode including displacement.
Conclusion - this is quire long and hard process, it require to render high res image which will be even longer once I start creating a 5k+ textures.
I've thought about it for a while and I decided that instead of tilling, and modeling in max I will create individual bricks. For examle, I will make 20cm x 50cm brick. I will apply a different stone patern on it. I will then render for each of those bricks a nornal, displacement, ambient oclusion pass. I will end up with 10 separated bricks that then I can load in photoshop and tile as I am pleased - a lot quicker workflow which also allowed me to be more cretative inside photoshop in terms ofcreating different paterns...
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