View Full Version : building detail question
Which is the best way to go? Is it better to do buildings and props in 3dmax or Zbrush to get detailed normal maps?
Actually what i did was go low to high on the building im working on. Then, after the high detail modeled in 3dmax, I would then go into zbrush and do more details. Is that about right?
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gsokol
05-08-2007, 05:14 AM
Actually from what I know Zbrush is better for more organic models (IE People), than it is for static architectural type models. I myself would use 3ds max to make A high poly of a building model.
That makes sense to me. Low to High with organic models. High to Low with statics. Thanks for your help!
dreamsunlimited
05-08-2007, 02:33 PM
The nvidia photoshop filter also does a good job in makin normals maps for things like bricks, roof tiles and so on. :)
mindrot
05-08-2007, 05:05 PM
Zbrush or Mudbox can be great for doing decayed or destroyed areas: old tree stumps, broken pillars, etc.
~M~
HellBoy
05-08-2007, 05:49 PM
The nvidia photoshop filter also does a good job in makin normals maps for things like bricks, roof tiles and so on. :)
Crazybump beta test is also another good normal map generator :)
mikebart
05-09-2007, 01:14 AM
I definitly think Zbrush and Mudbox could be pretty useful for generating textures for buildings, I personally havent spent alot of time on it yet but Ive had a play around in mudbox, using photographs of parts of buildings for stencils and getting some really interesting results, its pretty common to extract masks and create brushes from photographs for digital painting, so the same applies for digital sculpting.
Yes i agree but the only problem is i went low to high and cant divide anything. Also the UV mapping is already done. So the only thing left to do is bumping mapping in zbrush.
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