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marccosta

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  1. Yes I thought of it, but I wish to have more flexibility, since I'll have at least four cameras in the scene. Finally, I've decided I'll try out Recap 360/Recap/Memento or whatever is called in order to produce a mesh and also an accurate displacement map. I will also produce a regular panorama in case the software doesn't build the mesh properly, and if that is the case I will have to create the map on Ps. I've checked several tutorials and tips&tricks regarding the software and seems that's all about the pictures. Will see. Thanks everyone, this is great.
  2. "Arroway stone volume 1"... wow. Looks amazing. Definitely something to consider. Let me share this textures from D.Chumilla https://www.artstation.com/artwork/1lNbL , since it's relevant and might be of your interest as well. 100% crop meaning that 1 pixel on the screen represents 1 pixel of the original image. In other words, zoom any image in Photoshop at 100%, and crop (without resizing) any area and you'll have a 100% crop. (This expression is quite common in photography, for example when evaluating the sharpness of an image or the quality of a lens). Anyway, I'll try this weekend to go and take some photos and see if I manage to create the texture. And if not, I already have the backup plan xD Thank you so much for your time again!
  3. Great! That's the way to go then. The concern will be the illumination during photo session then (I do have experience in professional photography). Thanks a lot everyone.
  4. Yep, the arroway one is very similar. However, I intend to do a 100% crop on the wall (on a 6000x4000px image) to showcase the quality on the net. Will a 2800x1800px texture be enough? Again, I'm quite new at this, so I hope not to be raising silly questions. Thank you all for your time.
  5. Thanks Mark, this is helpful. I was trying to avoid visiting the site, since it's a 2h drive, but it might be the best way to go since I haven't used sculpting programs so far. Regarding the displacement map, I paint the grout pure black and the irregularities within each stone with diferent levels of gray... all in one map? Any tutorial or thread you cain point me to? Thanks again.
  6. Hi everyone, my first post here, seeking advice on how to approach the modelling/texturing of this wall It is part of an exterior render project, but this wall is particularly important since it's the only part already built and needs to be accurate. Also, one of the views will be very similar to the first photo, so a normal-bump map on a flat surface wouldn't work. I've been wandering what would be the most efficient way to approach this work. And I've looked for scripts to help me with this but I'm concerned about the big difference in sizes and shapes of the stones (notice how the wall has rarely any gap and that the stone shapes differ a lot). What I think so far: spline and extrude for the stones, and different bump textures to create irregularities on each one. I intend to create this procedural textures with Substance designer. But I'm not convinced at all that this will work. I have to say that I've been working with Max for less than a year, so yes, I certainly have a lot to learn. The good thing is that I love it. So please, share your expertise on this. Any advice or comment would be greatly appreciated. Thanks in advance!!
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