Sorry for the delay, I have been distracted playing iPad and enjoying outdoors on weekends.
No more excuses…One groovy Rock wall tutorial coming by end of this weekend.
Behrooz<- pass it forward
Sorry for the delay, I have been distracted playing iPad and enjoying outdoors on weekends.
No more excuses…One groovy Rock wall tutorial coming by end of this weekend.
Behrooz<- pass it forward
Awesome mate! Will look forward to seeing it in the next few days!
made a not so good tutorial this weekend, I am not happy with the results…I wouldn’t show it, except I made a promise to have some thing to share this weekend,
next chance I get I will redo it.
How to make a tileable rock-wall texture
I’ve Sped up video 600 times to fit it into 10 minutes youtube allowance for video length.
Steps are-
1-find references for the rock formation and select one or two images
2-Prepare Alphas for your rocks (use crazybump, photoshop,zbrush etc)
3-Model a few simple rock pieces and export them as obj files to bring into zbrush for sculpting
4-Sculpt your rock pieces and save them as tools for later use
5-Place your rock tools onto zbrush canvas; smudge visible edges as needed. lay another level of detail from alpha maps you prepared.
6-Capture color, spec, cavity, normal, depth, etc. maps. to bring them into PS for layering them in photoshop and adjust blend to get the final result.
Let me know if questions or need some specific clarifications.Hope this helps.
Behrooz<- Hey its free
Awesome, thanks for sharing! Ill give it a try later at home and ask if any questions i have…
Cant wait for the tut you’ll remake
Thanks so much for taking the time to post this, even if you dont’ like it, its still great to see a solid workflow.
I watched the video. Hard to pick up a lot with the speed but thanks for sharing anyways.
pg
pimeto, kernersvillan, Paint Guy,
Thanks for your feebacks!
… I ran out of time @12 midnight and just wanted to post it in one piece.
I will revist this again.
by the way OSX was lacking a few of the techniques I use on the windows machine at work but it didnt work
Behrooz<-There I go again with my excuses
Looking forward to the revisit as well.
It’s great to see any example of workflow, no matter how fast/slow it is. Thank you very much Behrooz!!!
I hope to see more of your workflow techniques soon.
Make a DVD, I’m gonna buy it!
kernersvillan, Ex-Nitro,
I will revisit the tutorial this Sunday (my wife taken over Saturday ) :lol:
Feel free to donate to your favorite cause each time you view my tutorials.
Behrooz<-Sic Parvis Magna
Made two parts of the three part tutorial (may divide into 4 parts)
You may find them here:
attached files are alphas I used for the exercise.
…will post the remaining parts sometime later, this week.
Behrooz<- who do you love? who loves you?rockwall001.PSD.zip (483 KB)rockwall002.PSD.zip (353 KB)
where do you get the NormalRGBmat.zmt material for the mac?
its in the Zmaterial folder… you may need to load it using materials menu.
I’ve copied it to my \Pixologic\ZBrush 3.12b\ZStartup\Materials
so it loads by default.
Behrooz<- ‘We must be willing to let go of the life we planned so as to have the life that is waiting for us.’-Joseph Cambell
Thank you for your quick response.
I have nothing in the zmaterial folder in 3.12 or 3.2 folders. I have also done a spotlight search for this material and found nothing. is there anywhere that I might be able to download this material from?
Thanks for this great tutorial.
Great tutorials Behrooz!
I hope to see more from you when you find some time!
Until then, keep up the good work with team and your new project (whatever it is)!
thanks
ohoahao!! man!! I just say thanks for sharring!!
ammazing stuff!!!
@arthurduque, Ex-Nitro, Sacrum: Mahalo.
I was sure its standard in both windows and Mac, but after checking I find its not included with the OSX version, try this link instead:
normalrgbmat by Aurick
Behrooz<-I have never let my schooling interfere with my education.
Mark Twain
hi behrooz, thanks for that rgb mat. But what do you think is a better normal map shader to use inside of zbrush in how it translates into results seen in maya. Would it be that normalRGB mat that’s been included since the initial release of zbrush, or the DLnormalmap shader that just happened to come up as a shader for download in zbrush’s matcap library.
So far i noticed the difference between those 2 shaders would be the rgb values of the normalrgb shader to be tad more extreme, so results in maya would show a greater range of depth in the normal map details. I don’t know if that would be a good or a bad or a neutral thing.
Awesome thread this is. Thanks to all Naughty Dog ppl that contribute to this thread. I started the thread this morning at work, and it kinda filled my day. A bit late to the party, but I am happy to see its still going.
Behrooz: thanks a lot for all the effort you put in here and replying to ppls questions etc. I will make a donation to my favorite cause and look forward to more of your videos / how to’s. Also love the way you end all your posts with some quote.
Cheers
Hi Jinian, Thanks for the info. I havent tried al_normal_map.ZMT(Zbrush downloadcenter matcap effectes library):
http://www.pixologic.com/zbrush/downloadcenter/library/
its good to have options …my thinking is if rgbnormalmat working then dont mess with a good thing. See which one gives the best result.
@Kodama, welcome to the party.
Behrooz<-Deming’s Theory of Profound Knowledge: Learn-> Practice-> Share.