Cool old brick building- Architectural Study
My intention was to keep the modeling as low poly as possible, and let the texture (diffuse and normals) do the “work”. I have been focusing on making the most of Zbrush, in creating the diffuse and the normals.
This is a work in progress...So, as soon as I have all the components of the building done to the same level of texturing & detail, I am going to create more variation in the diffuse color as well as more evidence of chips and dings in the brick.
All diffuse information was created in Zbrush 3.1
Normals were mostly created in Zbrush, and some were modeled and rendered-to-texture using 3ds Max 2008.
Diffuse maps utilized MatCap from Zbrush. (MatCap is “al tombstone”. I slightly adjusted its properties.)
Where normals were made with Max, I used Crazybump to make the height map. This was used in rendering out shading on the corresponding diffuse maps in Zbrush.
The textures are 1024x1024 for each floor (window and wall) and for each column and the (instanced) ledge.
Please click the thumbnails below to see different views, wireframe with poly/tri count, texture swatches, & reference image... |