Jump to content

Realistic Stair help.


HawkPoint3D
 Share

Recommended Posts

I am trying to apply a Flagstone pattern to most of the faces on this mesh. It will be in the foreground, so it can't be just textured with a bump. Right now it is low poly since that is the way I normally model. I was thinking of taking it into ZBrush, But I am not familiar enough with that app to know the workflow.

Help please!

Dave

Link to comment
Share on other sites

Probably need to start messing with normal maps then to get what I want. I might examine doing it procedurally ie with applying modifiers with noise. I have to get more polys in this for sure to get the kind of detail I am after.

Edited by HawkPoint3D
more info added
Link to comment
Share on other sites

Ta-da...

 

UVW map, sub divide, standard displacement mod. A little messing around in PS with an AO pass.

 

E

 

Nice example Erick.

 

The principle does stand there Dave , its up to you I guess to make it fit to one of the most complicated meshes posted here. ( Kidding )

Just try it out and play around with unwrap. RK

Link to comment
Share on other sites

Thanks guys.

 

Have a look at this. If I were doing this for real I'd probably spend some more time on the UVW map as it's a little wonky where the risers meet the stringers but all in all I think it looks pretty decent.

 

E

Link to comment
Share on other sites

If they are going to be regular flagstones, I'd just model the individual stones. Prob take around 20 minutes. Easier than messing around with unwrapping.

 

 

 

 

You model 1000+ different stones and arrange them on an irregular shaped mesh in just 20 minutes?!

I want to see that...:confused:

Link to comment
Share on other sites

Well ok. Here's one. Took around 15 mins to model and material the steps. Just lift and rotate to the different levels of the steps and roughly slice out the edges if they show where you dont want them. And there you go. There's a noise modifier at vertex level to add 'uniqueness' top the steps. Neil Blevins Soulburn script to assign random mat id's and a multi-sub material for material 'uniqueness'.

Steps

Link to comment
Share on other sites

@Tom Ok. I take back my little sarcasm. Thats a really nice image btw.

 

I think Dave was after a more rough and irregular look, though. Still I guess Ralf's right it possible to do this with a fairly low amount of different stones and then randomize them further with textures and noise modifiers.

Link to comment
Share on other sites

  • 2 weeks later...

I think you should unwrapp it using a simple method (like unfold) and take it into photoshop. There you'll have fine control over the position of the textures. You can have different textures to each step if you want to. Good luck.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...