ZBrushCentral

How to create proper depth/height from Zbrush sculpted Wall

Hello,

I sculpted a wall on zbrush. More precisely i sculpted different bricks, imported a 2mx2m plane from 3dsmax

into z brush and then used the insertmesh brush to paint my sculpted bricks into the geometry.

My problem is, that when i put it in substance painter and bake a normal map, it looks completely flat.

I want to bake my textures with substance designer, but it seems i cant get any height from my mesh.

Now i watched a tutorial on youtube about displacement maps , which might help me out. The problem is, displacement maps require lower subdivision, and aparently i have sculpted all my bricks with dynamesh on.

When i want to create lower subdivisions i get an error message that i have tris in my mesh and therefore it cannot give me lower subdivisions.

Even with the modify topology --> make quads from tris, it doesnt work.

If anybody knows a workaround to this it would greatly help me.

THanks!

Attachments

Wall1.jpg

Wall3_HP_Sculpt.jpg

Wall3_LP.jpg

Gonna need more info.

Can we see your maps from painter?
Also, that wall isn’t going to tile. You’re going to get seams all over it.
You’re also using the same details within the bricks, or you have the exact same brick. Don’t do this. Your texture is already going to tile. Every single brick on that map should be different.

oh yes i will sculpt away the repeating pattern . just trying to make it work atm. Basically i sculpted 5 bricks manually. Then i used 4 sides of each brick for the insertmesh brush.

Oh and i showed you the wrong lowpoly, this is the right one i am using.

When i bake in substance painter i get this: (new problem as well)

Wall3_substance.jpg

Somehow everything is deviated to the right side. i have no idea how to fix it. I tried using an obj as lowpoly instead of an fbx but that isnt it. I didn a flatten mapping UV of the lowpoly just in case. but that wasnt it either.
These are my settings for the baking:

Wall3bakesettings_substance.jpg

What i am using as reference are level structures like you see in vermintide:

brickwall_ref_vermintide.jpg

Should i create more bricks? Should every brick be drastically different? I was thinking about creating 3 different wall segments, since from the simple geometry, what i am aiming for is something in the direction of “legend of grimrock” or “lands of lore”. Single tunnels build with 2x2m building blocks of floor tiles, walls and ceilings. Snapping them together in unity 5.

And how do i tile em properly? My idea was that it should be tileable when i use the same bricks for the parts that “clip out” from the sides on every 2nd row.

Thanks for the quick reply i am really stressed out with this.

Ok so the part where my normal map deviates to one side is fixed. I redid it and it works now. I have no idea why.

I redid the the wall in zbrush, trying to skulpt away details of bricks i placed twice. This time without the background plane(since i plan to arrange the wall without mortar in between).

This is what i get when baking my normal map.

The part that i still need to figure out is how to make it properly tileable (use same bricks for the ones that are intersecting with the next wall piece maybe? And how to give it proper depth like i showed above in the vermintide screenshot. Ideas? Like i mentioned before, i cant reconstruct lower subdivs in zbrush ( maybe because i accidentally used dynamesh on when sculpting the bricks?) so i cant create a displacement map in zbrush apparently.

Thanks!

Maybe this tutorial will help you: Stone Wall in ZBrush

Also, I was curious about your intended render target. If it is a game (Unity/UE4), you may want to stick with normal maps to reduce the demands on the video card.
This should give the illusion of depth unless you are looking at a low angle across the surface.

To get real displacement, you will need to use a relatively high density mesh.

Thank you for the link! ill check it out.

With relatively high density mesh you mean my lowpoly?

I tried a few things , like using the decimation master in zbrush to create a lowpoly (around 200k instead of 8 million) and then import it into 3dsmax.
But creating a UV from that is just hell.
Maybe importing it and putting it above my initial lowpoly would help. Then i could readjust my lowpoly plane to fit the highpoly.

Maybe something like this?

I have tried using quixel this time to create a height map, which seems to have improved the whole thing.

this is how it looks in unity(dont mind the non-tileableness, i still have to fix that).

Is this proper quality? Or can i add more depth? Like some bricks standing out more than others? and how would i do that?
Would i have to add single bricks in unity and just place them on top of the wall?
As posted above, i am trying to get it to look similar to walls in verminitde, where often single bricks are sticking out giving the whole thing more immersion.

Also, if i follow the tutorial you sent me, does that mean i dont need to make 3 wall tile sets in zbrush, to get in more variation?
I just make 1 and then tile everything?