Lately, I've made several textures based on high poly models. Basic geometry and large/mid-scale details have been sculpted in Blender in order to bake normal, height and ambient occlusion maps - cavity maps have been generated in xnormal.
In Photoshop I did paint the basic colors and used a desaturated photograph overlay for the fine details.
I would love to know how you tiled the geometry. I've found tons of tutorials of tileing images in photoshop, but can't seem to find any tips on how to tile 3D geometry like brick or wood planks to do what you're doing above. Any help/advice would be much appreciated.
ReplyDeleteHi Benji, I did it the manual way, which means there are no special tools/generators/modifiers involved although these exist for certain 3D packages.
ReplyDeleteBasically you have to work with the grid and plan out your object size. Using objects (e.g. bricks) with same size and shape is not mandatory but it makes things easier.
This is a wireframe shots of some bricks aligned to a square plane (in this example the plane measures 8x8 units and each brick is 2x1 units)
http://www.abload.de/img/texturesfromhp_0032ku98.png
In the following I did copy all bricks along the border to the oppsing edge so they bake seamlessly to the plane in the front. (You could still modify the bricks at this point, just remember to do it for the copy as well.)
http://www.abload.de/img/texturesfromhp_00423u7w.png