Sunday 24 February 2019

Wall Texture Experimentation

Playing about with this wall scan today. Experimenting with various ways of de-lighting it.

Balancing things with existing window/wall textures. Still needs a bit of high frequency work in the normals.

Played about with quixel mixer today also! A powerful program but also quite demanding hardware wise. Works great with removing seams to make you textures tile.


Sunday 17 February 2019

Window - Texturing


After much baking and fiddling, I've got it sorted out.

Baked the diffuse. Handily, agisofts amazing looking 'remove lighting' tool didn't work, so removed lighting from the wall albedo manually).  Will probably require a bit of balancing once everythings done.

Also got some basic materials onto the windows, so hoping to work into those a bit next week!




Tuesday 5 February 2019

Window - Bake

Baked out now in Substance. Petty pleased with this, needs a couple of slight touch ups but overall came out well.

Wednesday 23 January 2019

Window - Low Poly

A bit of modelling for the low poly of the stone window arch this evening.

Hand modelled as z-remesher of stuff like this tends to come out a bit blobby and soft.

You don't really realise how wonkey shit like this is till you model it!


Monday 21 January 2019

Window High poly

A scan that's been taken into zbrush and cleaned up. Modelled in the windows and bars as the scan data for them was a bit messy.


Sunday 6 January 2019

Joiner blend

Here's a processed drainage gutter/wall blend that should help things blend nicely between ground and wall.

Processed and baked out but still a fair bit of clean up and tweaking
to do on it...


Monday 1 October 2018

Road 2 Layer

Mucking about with the 2 Layer Marmoset shader made by Chris Perrella

https://gumroad.com/l/bzitA

Really cool height blending and tonnes of tweaking options. Here's standard height blend


...and here's with some vertex painting thrown in

Wednesday 19 September 2018

Tuesday 11 September 2018

Cobble Stone work up

Working up this cobblestone scan. Using substance B2M for light cancellation and tiling, is pretty effective! Still a bit more to do with this


Thursday 30 August 2018

Cobble Scan

Well, it's been a while! Here's a cobble scan that's been baked out.

Needs to be touched up, tiled and a few more maps made for it, but am pretty pleased with the scan.

Hoping to make this into a 2 layer variation and maybe even throw some weeds and trash on it.


Monday 19 March 2018

Texture Processing - Crappy Road

Processed this road scan finally! A nice crappy/old/potholey one.

The scan I got from this one was pretty choppy, but had some good base elements. After a quick and dirty clean up in photoshop, I think it's come out pretty well!

Now to get this working in the 3 layer marmoset shader...


Wednesday 14 March 2018

Potholes

These pothole decal scans are now in. Not too much cleanup required on these, just a bit of colour balancing. Added some POM for depth.



Saturday 17 February 2018

Street Scene WiP

Bit of work on this tonight. Lines and basic road in. Will try and take a look at getting a blend shader for the road tomorrow.

Sunday 11 February 2018

Road lines

A road line scan processed and cleaned up, nice a messy looking. Might try and push the normal a bit more on this when it comes to tweaking.


Sunday 28 January 2018

Street Scene - Dirt and drains

Bit more of this today. Adding wall-ground joiner decals, some leaves and rubbish that I captured. Albedo needs a bit of tweaking as this was taken on a winter day rather than a summer day like most of the other bits.

Added my drains in and added some grime to the walls. Need to figure out how to get this to blend properly since it's killing the normals/parallax of the walls. Might end up using a blend shader for this once I get to download it and have a play about.


Wall Texture Experimentation

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