Creating tileable textures in ZBrush
Aug 04, 2011 by Marius Silaghi
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Eat3D Artist/Moderator Andy Davies goes over the creation of tileable textures within ZBrush 4. He shows the techniques needed to efficiently create a realistic rubble pile by making a tillable ground mesh using Displacement maps and placing pre-made Poly-painted assets whilst offsetting the canvas. He then shows how to create and export the Diffuse, Displacement, Normal and Ambient Occlusion maps from within ZBrush, along with the final tillable rubble mesh for use within xNormal for an additional Ambient Occlusion bake and any other textures that may be required. Watch it at Eat3D.