Pavement Texture

Posted by Edens Apple | Posted in | Posted on 21:03

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I’ve been messing around with a texture I created for the pavement. I made a high poly pavement slab in Zbrush, and then used that as a base altering it to create some variations with cracks etc. I arranged these as a chunk of pavement in Maya, and projected the detail from the high poly onto a plane to get the normal map. The texture was hand made using some brushes I created from random photos I had taken. I attempted to make it seem more dirty by adding some subtle green in the cracks as a kind of mould or slime, which would of been caused by water from rain combined with the street not being cleaned at all in a long time. The texture can tile from any side so it can be rotated to make the tiling seem less obvious, I also created a variation in the normal map to have a version with less cracks, this version also tiles meaning we could mix and match them.  With 4 sides per chunk and 2 chunks that offers 16 potential different ways the tiles could connect.

High poly slabs:


Maps:


Single slab rendered in Maya:


Tiling test:


Modular wall

Posted by Edens Apple | Posted in | Posted on 20:35

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Just finished making the first modular piece for the shop. the wall texture was made by creating a couple of bricks and whipping them through Zbrush, brought them back in to Maya and created a quick wall using them. I then used xnormal to get a normal and AO map out of it. Using the normal map as a base, I created the diffuse map. other details are mainly a quick high poly made in Maya.

the map is 1024 x 1024 but this only uses 512 x 1024, meaning the brick wall texture can be used on other modular pieces and there's room left over for creating details on those parts.


I'm wondering if the other environment artists would mind trying to make some brick textures the same way, it's a quick process and will provide more variety in our environment.
Here is a quick shot of the modular piece repeated 4 times in Maya.
I would like to grunge up the wall texture but I'm thinking this would be better in vertex painting or offsetting overlays so to not look too repeated.

Any comments would be appreciated.