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Gears2 Environment Art (step by step page 5)

maxmax20093d he talked about his use of the grid in Max to make modular elements earlier in this thread. Read and all shall be revealed.

Hi,

Do you still have those brushes, I would LOVE to get a look at those :smiley:

Agreed, I’d love to take a look at some of those brushes btw! I can’t believe I missed this thread - fantastic resource to say the least.

So aye… kind of promised to show these a while ago. Sorry for the delay!

I mostly just made some tribal shapes in max to start with, rendered height maps, edited a little in photoshop and then relied on lazy mouse with the standard brush in Zbrush to trail forms like in the upper right , or the leafy ones at the bottom left, across the main forms.

Then I’d just follow through on top of that noise with the clay tools and mallet fast, pinch, standard brushes to more boldly define the forms that stood out most to me. I tend to work this way a lot, throw big bold forms in, roughly throw a string of medium patterns on top and then pick out the happy accidents by hand and refine them.LocustBrushes.jpg

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LocustBrushes.jpg

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Nice! Thanks for sharing.

WOW,it’s awesome!Thanks for sharing!:+1: :+1: :+1:

Hi Kevin Johnstone

Are you going to make any videos @ http://kevinjohnstone.com/

I would love to see how you use your tools, Zbrush and so on :slight_smile:

This gets a bump for other people to see just because of how helpful you are at explaining your workflow. Everyone should see it.

Hey Kevin I have noticed that when I render height maps out of Max I get quite a bit of grain. Do you get this as well and if not, what do you do to counter it?

Nice work!

Love the Gate,
you can feel the weight of it.

After making the bricks in max, touching them up in Z brush, decimating them, and importing them back into max, how are you getting the ends to tile? And how are you capping what you crop in max? I understand how to make the tileable textur ein Z, but I dont understand how you got it in max.tile.jpg

Amazing work and thanks for taking time to share so much info with us.:+1:

Thanks for the comments.

Bipolar : Thats just a presentation thing I did for our artmeetings, I just made a copy of the side bricks and sliced in the middle and then split them neatly apart so I could convey that the scene I was showing translates into a tiling texture.

I try to be clear in what I am presenting, if I showed my ‘processing’ version of the scene with the bricks having jaggy outlines where the tiling seam is, it might look like a pretty useless model.

So I generally present what we call BSP models ( because when processed they are textures that are meant to tile along a BSP wall of the level designers choosing) in tidy squares like this.

As I mention though, when I process I make sure there are instances of the bricks extended a further 32 units outward from the area that I process my normal maps from. Sometimes I bang the bricks up too much in zbrush and reduce or enlarge their scale too much, so if I create extra at the edges of the process area I am ensuring I capture precisely how those bricks continue to repeat at the edge of the texture.

Not doing this sometimes results in seams where the repeat points are. If you made tiling 2d textures in photoshop on the last generation of tech, you know how invaluable the OFFSET filter there was to make sure the tile is correct at the seams, this is just the 3d version of that workflow.

rayo777: I don’t worry about that, I work messy and nothing I do is just imprinted and left raw, I always merge, overlap , combine, add and subtract from what I imprint with alpha stamps.

I think, honestly, if I could generate perfect 1 stop alpha stamp designs, once I imprinted them on the mesh, I would feel kind of nervous to touch them more, sometimes imperfection pushes me to be more confident about trying to improve it.

maxmax20093d: I don’t know, I do know that actually getting more than a front page up will come first :slight_smile:

" So I generally present what we call BSP models ( because when processed they are textures that are meant to tile along a BSP wall of the level designers choosing) in tidy squares like this."

do you know what size textures are used - 512, 1024 or 2048?

Generally 1024’s ingame, I process at 2048 to allow the texture artist to author at that size before scaling it down manually or importing at size and allowing the engine to LOD is down.

Kevin you are so ace :slight_smile: great artist

Thank you, it’s such a big help

Your work is fantastic really! Very inspiring:) I do have a question, however. I admittedly haven’t used ZBrush much in the past, but it looks like we will be starting to incorporate it more heavily into our pipeline at work…so yay for me! Anyways, I have been trying to create tiling textures using Zbrush (similar to the tiling stone ones in this thread), and I am wondering how you went about doing it? A very short step by step of the basics of your approach would be much appreciated.

Cheers!

Amazing work! So inspiring! One of the best styles I have seen and I will look up to!

Hi Kevin, nice work and really great inspiration work.:+1:
I have a question about this effect on the rocks>>>>>>>>
LOC_Palace_Pallet1.JPG
How did you make this noise effect on the rocks ? Did you use mallet or other technics ?
Thanks in advance for response ho and great work too on GOW3. See you soon.

Emmanuel.

PS : I know my english is not good (maybe because i’m french? :laughing:)

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LOC_Palace_Pallet1.JPG