stayinwonderland Posted July 5, 2012 Share Posted July 5, 2012 I'm about to make a castle in 3ds max before bringing it into lumion. Because, while rendering in max (vray etc.) you have the luxury of realistic displacement, I was wondering how to turn a displaced surface into geometry so that It would have a nice surface in lumion. So I happened to find this model while searching Turbo Squid: You can see that each rock/stone/brick is cut into the geometry. Any idea how this was done? I've looked into baking textures but still not familiar with the process or if it can actually collapse into finished geometry. Cheers. Link to comment Share on other sites More sharing options...
driedgrape Posted July 5, 2012 Share Posted July 5, 2012 What about using the displace modifier on the mesh instead of in the material? It would have to be a pretty high res mesh initially but you could optimize after wards. Using that base mesh with a normal map (assuming lumion supports them) would probably be enough. Link to comment Share on other sites More sharing options...
stayinwonderland Posted July 5, 2012 Author Share Posted July 5, 2012 Ok, but when you apply a displace to the mesh, whereby the vray displace modifier looks for a texture to base the height on, it's still just a displace that is seen at render time rather than a solid exportable mesh. I just tried to use a 3ds max displace modifier (which DOES affect the mesh instantly) and on a 2million poly plane (1000 x 1000 segs) with a 1024 basic terrain displace, it just looks like a slight raised blob - so that wouldn't cut stone detail into it. Link to comment Share on other sites More sharing options...
driedgrape Posted July 5, 2012 Share Posted July 5, 2012 This might help if that didn't give you the detail you need. There's a little tutorial video which seems pretty useful too. http://www.scriptspot.com/3ds-max/scripts/stone-placement-tools Link to comment Share on other sites More sharing options...
Peter M. Gruhn Posted July 5, 2012 Share Posted July 5, 2012 With the tris following the geometry nicely like that, it was either done by hand (could be some kind of semi-automated thing like the topography generator in ... what's that thing that used to be PolyBoost? with some noise) or some kind of fine grained sculpting (either with displacement or zbrush perhaps) that was then optimized/decimated well. BTW, the stone work on that TS model does not look good. Link to comment Share on other sites More sharing options...
Nic H Posted July 6, 2012 Share Posted July 6, 2012 that stone looks absolutely horrendous imo, :lol: the bottom section looks like a standard voroni fracture with inset and extruded / beveled polygons the same goes for the regular stone/brickwork - it looks like a rayfire 'brick' fracture with inset / extruded / beveled polygons - mayeb some random scaling / move on those faces to make it slightly irregular. im not sure if there is a free demo of rayfire but you can probably d it with graphite modelling tools in 2012 on a low poly quad mesh Link to comment Share on other sites More sharing options...
Justin Hunt Posted July 6, 2012 Share Posted July 6, 2012 Does Lumion support normal maps? jhv Link to comment Share on other sites More sharing options...
stayinwonderland Posted July 6, 2012 Author Share Posted July 6, 2012 Hmm, you suuure it's rayfire? Sounds a bit complicated. I wonder if there are any other brick plugins out there for truly 3d mesh stone. Lumion has bump maps but they're very poor. Link to comment Share on other sites More sharing options...
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