ZBrushCentral

Tileable Textures

Hey all,

Im in the process of making my tileable textures in zbrush (brick wall), just wondering what would the max or reccomended polycount for each brick? Im following tate Mosesians tutorial which uses the new insert multimesh brush.

depends on how many bricks it takes to complete the texture. if it’s just for a texture then your overall poly count can be in the many millions. also depends on how detailed the brick has to be.

this plays into a question i asked a few days ago i haven’t gotten an answer to, and that is, if you apply a displacement map to a brick and duplicate it does that increase demand on resources in rendering that map multiple times?

in other words, lets say you need a really detailed brick, you need a higher polycount for that. then you need a million of those bricks. lets say that puts a strain on your computer. so you think ok i’ll add the detail to a lower poly brick using a map. but then you have to render a million maps. does that increase the toll? i don’t know.

imo Zbrush is not suited well for tileable textures. Especially for new generation of games where textures cove more space in the virtual world. You should use 2,5D canvas or probably just render a few fragments /pieces with depth texture and then compose them in a soft that really allow to paint tillable things. Blender for example , 3d coat etc