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View Full Version : Need help with broken / cracked stone work


sledgeweb
11-29-2004, 05:01 PM
Hello-

I'm currently working on some Roman columns. With some help from here, I was able to get the columns modeled:

http://www.cubit.net/3dwip/doric-cols/wbsdc012.jpg

However, I'm now wanting to model in some wear and tear on the columns. Break some columns apart and scattering pieces on the floor, adding bick cracks in some columns, or modeling in some erosing of the face of the columns. Some of this could be done with bumpmapping, but, I think a lot of it needs to be modeled in.

So, I'm looking for suggestions on how to approach this. I've never done anything like this before, so, I'm just looking for some general advice. My object is currently a editable poly with smoothing groups and a meshsmooth modifier in MAX R6.

Above image is my columns, and, this is what I'm trying to get them to look like:

http://www.cubit.net/3dwip/doric-cols/doric-column-01.jpghttp://www.cubit.net/3dwip/doric-cols/doric-column-05.jpg

trafamwa
12-04-2004, 01:13 PM
hello
use a displace map that will be stronger than the bumb
for the main cuts and holes in the stone select some polygons and add extrude
by the way most of the work here will be on the mapping
cause as the map is good as the project is perfact
for the stone pieces on the floor use particle system or scatter

sundialsvc4
12-04-2004, 03:02 PM
From your camera distance, a simple texture-map will do all that you need... just paint it. You can put a few deep cracks in or punch a few holes in the otherwise-regular sides of the columns to accent the effect, with appropriate chunks of rock lying on the floor. (Dust and debris can be added as a separate, painted layer.)

For close-ups, build a separate model featuring only the few columns that are going to be featured in the shot. (Stuff far away can be a flat backdrop scrim.) For those, actually deform the geometry in places, then add on a displacement map in a few places. (Displacement maps modify the geometry whereas bump-maps affect only normals.)

But once again, think like a cheap and efficient movie-maker who doesn't have access to all these cool nifty toys. You only need to give the proper effect in a few places and from well-established camera setups that have all been chosen in-advance. You don't need to make the models real, and you don't need to make them all full-sized. You don't need to model everything "just in case" the director wants the camera moved. Pin-down the shot first, then dress the set accordingly.

Terkonn
12-07-2004, 05:55 PM
making a cut and chamfer the resulting edge (not the new verticies!) can create a good crack effect. adjust the remaining vertices and and new cuts to give it a more random, natural look.

lovisx
12-08-2004, 01:53 AM
normal maps I say, normal mapps !!! this is the perfect job for z brush and normal maaaaaaaaps!!!~:buttrock:

Terkonn
12-08-2004, 07:01 PM
Could you please explain what a normal map is and how to use zbrush to make the cracks?

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