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InfernalDarkness
10-01-2009, 06:16 PM
I've been struggling with custom tilework for many years, and over time developed a rather haphazard and annoyingly tedious workflow, and I'm hoping that someone has more experience in this area or perhaps some suggestions to make things faster, more efficient, or at least less of a demon to work with.

My main headache is of course my clients, who can't make up their mind. But if they could make up their minds and already knew what they wanted, I'd likely not have as much work, so it's a double-edged laser or whatever. Herein lies my issue: how to make a scene modular enough that making changes on a deadline is easier or less painful.

Generally, my workflow for custom tile goes like this:

1. Measure as-built, existing site
2. Model site in Rhino, export to Maya
3. UV-map the objects to be custom tiled and export
4. Photograph client's tile choice as best I can, using real samples
4b. in lieu of enough actual samples, create similar-looking samples in Photoshop
5. Lay out the tiles in Photoshop, using the exported UV map as a reference
6. Import finished texture map back into Maya and render
7. Once client is happy, go to the site and build the damn thing

It's about as straightforward as it sounds, but I'm hoping someone else has some ideas to help speed up my process a bit? Maybe some texture references or resources that would help?

Regarding 4b, often I only have a single tile sample to photograph. So when duplicating the tiles, of course they're all identical and it's very obvious that this is what I've done. Not acceptable for my clients, or myself either. This is more of a texturing sub-question, but perhaps someone has some insight into working with custom tile?

Here are some references detailing the kind of custom tile I've been slaving over recently:

http://img185.imageshack.us/img185/7161/pbmr17showernoglass.jpg

http://img180.imageshack.us/img180/8593/pbmr16tubcorner.jpg

http://img180.imageshack.us/img180/9852/kitchenmicromr5.jpg

http://img38.imageshack.us/img38/5285/kitchenmicromr4.jpg

http://img53.imageshack.us/img53/9205/kitchensinkmr6.jpg

In this next one, I literally modeled every tile. It didn't make things any easier, and was slower and more tedious to make changes to. Had to go back to Rhino, move things around, then re-export to Maya, then setup materials AGAIN, then render again. There's gotta be an easier way.

http://img19.imageshack.us/img19/82/haw8entireaccentscopy.jpg

http://img89.imageshack.us/img89/1822/haw8entirecopy.jpg

http://img143.imageshack.us/img143/1460/kitchensinkmr7straight.jpg


http://img2.imageshack.us/img2/1204/kitchensinkmr7diag.jpg

My main headache is obviously this last client, right above. This is my eighth different tile layout for these obnoxious cash-chuckin' richers, and sometimes something that seems so simple such as making the tiles diagonal is just killing me. I'm hoping someone else has some insight into how to surpass all the headaches with custom tile texturing?


Please forgive the low quality of my renders; these certainly aren't works of art, but daily production renders on rather tight deadlines.

vasavoir
10-02-2009, 02:16 PM
once you have done modeling in rhino and export to maya, why did you modify again and again in rhino?

I am sure you have toon of library of different tiles in height and width, allready map in uv.
so, you just have to prepare in photoshop your texture and change the texture file.


You can have 3 ou 4 same shader with same differences for the same textures and find i melscript that assign randomly your 4 shaders(approximatly same texture) to your differents 3d tiles.

after that group all your 3d tiles in 1 group and move it as the client wants.

For your library tiles, why don't you use a serie off tilling for example, you have a row of tileA, 1 row of tileB, etc instead off 1tileA, 1tileB and loose time to connect them each time .

InfernalDarkness
10-02-2009, 02:46 PM
Thanks for the ideas, my friend.

I don't really have a library of tiles yet. I've maybe done twenty custom tile jobs using my example workflow, and "custom" means I've never seen the actual physical tiles until the client chooses them.

I do see what you're getting at, though. I could block out a section of 1"x1" tiles, 2"x2", 12"x12", etc., and have them all UV-mapped and ready to rock for quick texturing in Photoshop. Then simply duplicate and instance them through a scene. I'll try that on my next project.

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10-02-2009, 02:46 PM
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