View Full Version : Cracks, Chips, and Gouges in Mesh
kylepro88 11-21-2005, 11:33 PM How would I go about (in modeling not mapping), cracks, chips, and other forms of damage on a mesh? I have tried just plain old manual modeling moving vertex's around and stuff but it looks horrible and takes forever just to do one little hole or large chip in a wall. Can anyone provide a simpler way of doing this? Scripts, a way to use mapping to put the holes in the mesh, tools, utilities, ill take anything. Can anyone suggest a way to do this? Im basically making a war torn wall and need that sort of damage done to it, but I dont wan't to map it because of closeup reason and plus I just want to know how to do it "in mesh." Any help would be appreciated.
-Kyle
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kylepro88
11-22-2005, 03:38 PM
Can anyone help me?
newellteapot
11-23-2005, 11:48 AM
What about using a mixture of modeling and displacement maps?
Don't know any plugins, I'm afraid. I would use this technique and add detail on the areas to be closed up. Maybe also attaching some particles to teh surface wouldn't be a bad idea...
This helps?
:)
newellteapot
11-24-2005, 07:51 PM
I was now also thinking... What about using Zbrush?
Anyone good at it and willing to help?
pelmen
12-19-2005, 03:04 AM
Depending on your software you could use displacement or normal mapping to displace a mesh and then freeze the mesh (transformed). This would give you a good basis for refining the model plus you could use the same image map to effect diffuse etc channels and they will match the mesh shape nicely.
Tiny details
I like to start with a subdivided mesh for the main object. Then with a small detail I'd take one polygon out and work on it seperately then paste it back into the main. In your case if your wall starts out being a perfectly divided mesh that consists of squares then you could cut one out, model a bullet hole/chink into it then not only paste this square back into the wall but rotate it around and use it to replace other squares on the wall.
Overall though I think you'll get a good result by using a combination of image maps and modelling. A chink could be a basic triangular hole to give it physical depth and an image map can give you nice bump mapping inside the chink. If the wall is basically flat (not a curved wall) you could surface it with a white-to-black gradient applied to its depth and render out an image which would give you your starting point for painting textures. There are many ways you can approach it.
Cyborgguineapig
12-20-2005, 10:00 PM
You could try using smoothing groups depending on which app your using to define sharp edges of a crack. That and a little bit of good ol fashion texture work can create the illusion.
benclark
12-22-2005, 11:31 AM
Zbrush sounds the best way to me. Even just using photoshop you can paint a displacement map for the fine details.
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