PDA

View Full Version : How can I make mud?


jbw
06-19-2003, 10:09 AM
Hi,
I need to create some close-up mud but I'm not entirely sure where to start. Was thinking maybe:
1, create large hi-poly plane
2, create displacement map
3, add dodgy brown material

Anyone got any suggestions or even (clutching at straws) a tut?

I'm using MAX 5.1.

ta,
jbw

Ian Jones
06-19-2003, 02:16 PM
Sounds like a good start to me. Model a couple of irregular chunks, grit etc... because a disp map may not give you all the geometry detail you require. When texturing remember to put grassy bits and other gubbins that should be there aswell. details make all the difference.

Don't forget that mud usually has little pools of water in it too. In areas of depression you could add a plane with a water material. Freshly trodden mud will have these depressions without the water so much because a footprint for example (in soggy but not saturated mud) will squeeze the water out of that area then as your foot moves away the hole will fill again. If you really need very detailed and realistic mud then you need to go out and make a mess outside. Observation as always :)

jbw
06-19-2003, 02:18 PM
Thanks Ian. I'm needing to do some form of archeological dig thingy so there's gonna be clay, sand, mud, dirt EVERYTHING!
I'll bear in mind the modelling suggestions and the grass etc.

Think I've got my work cut out!

ta,
jbw

Marcel
06-19-2003, 08:40 PM
If you model some small rocks you could use the 'scatter' function to quickly spread them around in a random fashion.
The same for some grassy bits.
To make the texturing easy I would shoot some real mud textures.

Dave Black
06-19-2003, 09:13 PM
You could also use an amazing script called "Advanced Painter". Works really great for grass, rocks, etc. It allows you to paint stuff on objects. Heck, it even has a grass preset! Go get it!

www.scriptspot.com

-3DZ

:D

CGTalk Moderation
01-15-2006, 10:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.