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3ds max paint texture
3ds max paint texture













3ds max paint texture

To make things easier for myself, I use the baked lighting filter in Substance and tweak the settings to give me basic top-down lighting with very light shadows.

3ds max paint texture

I wanted the whole model to be hand-painted, including the light sources and shadows. I export this back into max, and separate ZBrush imported geo onto a new layer to keep things organized. Using the trim dynamic and orb slash brushes, I bash in the edges of each block and add some cuts and cracks to make it look weathered. I find this a good way to keep larger scenes organized whilst still having the flexibility to isolate small areas. I take this geo into ZBrush and assign random polygroup ID's to it so that it is still contained in one SubTool, but I can now isolate individual blocks to work on within that SubTool.

3ds max paint texture

I separate equal-sized poly groups out from this and cap them off, effectively getting a curved row of blocks, then add in some supporting edges for a TurboSmooth. I create a spline that follows the rough shape of the wall and roof, sweep a box along it, then subdivide the geometry into equally spaced segments. I'll use the inner portal frame area as an example of how I approached each high poly area. For the building, I break each area down into a manageable section and use symmetry on almost everything to save on time and texture sizes later.















3ds max paint texture