Texturing Walls


#1

Program List:
Blender
Photoshop
Mudbox
Marmoset Toolbag

I am new here and although this has been probably discussed before, I was wondering if i could get could some pointers or suggestions on how to start texturing walls with tileable textures that are derived from highpoly models. If that’s a broad statement let me introduce my problem by means of example.

http://2.bp.blogspot.com/-aP8oQKgLnTo/UPFZcCra0UI/AAAAAAAAAEI/WdTMwqrOMXg/s1080/2013-01-05_00001.jpg

http://noobfeed.com/app/webroot/ckfinder/userfiles/images/ScreenShot00000(1).bmp

Thats the highrez nonscaled down version along with another example.

This is a screenshot is from EA’s game Mirror’s Edge, see those painted cinderblock walls? I want to be able to create a seamless version of that from scratch. I want to be able to have the same texture detail including the normal map and the diffuse layer. If you didn’t notice, not only the gaps between the bricks are existent but also their graininess and surface texture.

Now my first method I’ve tried entails modeling the grout and gaps between each cinder block to make a generic high poly brick wall. I use this to bake down onto a flat plane for a normal map and AO bake. I go into Photoshop afterwards and add some noise to my AO bake to simulate the bumps and graininess in the cement cinderblocks. I hit my grainy AO bake with nvidia’s normal map filter and i try to blend it with the base normal map from my initial bake down. This is incredibly tedious and it looks rather garbage. :banghead:

Am I doing this right or should I go for sculpting a few planes in mudbox to create high fidelity bricks, then tile them out, then just bake down? Is there an even easier method?

I hope this wast too big a blob of text. Any suggestions or links to tutorials or walkthroughs would be highly appreciated here.


#2

You could create a normal map from the walls and use that as a template, by extracting the walls in Photoshop, then desaturated the color then convert that to a normal map, or a height map, if that is of any help ?