Thursday 30 November 2017

Pavement Scan

Processed this standard pavement surface, should provide a good base.

Time to start getting things together in engine...

Wednesday 29 November 2017

Road surface

My basic road surface is done. Complete with tyre wear marks that tile on one axis.

Hopefully going to throw some other road surfaces into a blend shader so I can get some nice variation on the road.


Street Assets

Have been processing some more assets today.

The wall's come out great considering it was taken with my old camera. Tiled in photoshop, not much cleanup required for this at all!

The drain took a bit of work and tidying up to get to where it is now. Modelled the low poly separately and baked down. It's not perfect, and is a bit rough around the edges, but I'll come back to it later on if it really stands out.



Sunday 12 November 2017

Rocks Scans and Zbrush

Have spent today mucking around with zbrush and learning the workflow for tidying up the highpoly and creating a low poly.

It's a pretty good workflow, generating the low poly using Dynamesh to fill holes and Zremesher to get a low poly with good topology.

This was baked down in Xnormal. There's a couple of errors, which I'll tidy up in photoshop, but as a whole isn't too complicated.




Monday 6 November 2017

Rock Scans

Finally got round to processing some of the scans I got from Arthur's Seat a few weeks back.

This one's going to require a bit of cleanup in zbrush, so am going to use these and the other rocks I captured to get the workflow down.


Sunday 5 November 2017

Asset Update

So white lines and tar joiner stuff is done. It should help hide seams allow for that patchwork look you see on so many of our roads.

Have also been going through and painting alpha's for all of these assets.




Wall Texture Experimentation

Playing about with this wall scan today. Experimenting with various ways of de-lighting it. Balancing things with existing window/wall ...