German Bunker - Any tips on subdividing?

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  02 February 2013
Basic feature detailing. Concrete detail spotlight polypaint/sculpting next...
(right click image and select view image for full resolution)
  02 February 2013
looking good,
if you want Concrete detail, try
  02 February 2013
Excellent suggestion, thanks. Here is something I was wondering about:
You know how when you use spotlight to apply reference texture to surface of model as polypaint information? Well say I have 2 versions of ref texture (ref texture itself, as well as a bump map version of texture), is there a way to have ref texture used in spotlight as polypaint info, as well as the bump map version to be used simutaneously as the map to be used to bring out Zadd/Zsub detail?

If I simply use the ref texture as source for polypaint AND Zadd/ZSub the Zadd/Zsub detail that is brought out from ref texture is inaccurate due to the differences in the ref texture diffuse map/ref texture bump map. If I use bump map version of ref texture for both polypaint plus Zadd/Zsub then I am left with gray scale polypaint which requires color tint to be added manualy. This second method isn't all that bad, however you don't get the photo accurate color variation applied automatically as you would from using ref texture diffuse map.

Not really that big of a deal or workflow stopper, I was just wondering about this. It would be excellent if Spotlight allowed you to load 1 texture into a diffuse slot, 1 texture into a normal/bumpmap slot to be used simutaneously... Or am I missing something that allready exists within Spotlight or another area of ZBrush?

Anyhow cheers,
  02 February 2013
with polypaint and spotlight only,
zadd on = bump
RGB on = texture color information
so zadd on with rgb will give you bump + color simutaneously

z-intensity slider= how much you want it to bump
Rgb-intensity slider= how much color you want to apply
you can all so change your stroke type to like dragRect.
this is just one of the ways, there is others like tool>mask>mask by color
and then tool>deformation>inflate

the image below was not done by masking but the first way i described above

Last edited by informerman : 02 February 2013 at 04:53 AM.
  02 February 2013
Right right, I get the part about RGB+ZAdd/ZSub on when using spotlight, however the diffuse texture you use for spotlight is more than often different then that of a bumpmap version of texture. Colors in the diffuse texture will add height/depth even if its something as simple as a flat stain on your cement texture, where as if you use bump map version of same texture the stain is not visible which means it does not contribute to ZAdd/ZSub deformation however you loose the nice diffuse color variation by only using grayscale bump map.

Take the following image for example:

The hole would become depth, the plaster detail would become bumpy height, however the stain would become depth which should actually just sit on the surface of the plaster and not contribute to height/depth. This is why I thought it would be cool if spotlight had a feature to use one version of texture for polypaint (diffuse version), and another version of texture for height/depth (bump).

Anyhow enough of my ramblings and wishful thinking.

Last edited by WilsonB : 02 February 2013 at 11:04 PM.
  02 February 2013
Coming along... no ambient occlusion or cavity on it yet. Bit more random detailing in cement to be added as well.
  02 February 2013
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