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Realistic brick or stone surface - is this baked?


stayinwonderland
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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:

 

 

wire05.jpg

 

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.

signature2.jpg

wire03.jpg

wire02.jpg

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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.

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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.

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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.

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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

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