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Stone Tower
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  • Total Posts: 12
  • Joined: 23 November 2009 02:19 PM

Hi all, I’m new at this modeling thing, and have a few questions if someone wouldn’t mind answering.

I’m wondering what the best way to model a stone tower like in this image

IMG_0495.jpg (this is not my image, but it shows what I’m talking about)

If you notice you can make out each brick easily - when you model, do you just model with a lot of little squares (the same as if you were laying the brick?) I would *THINK* you could just do a base cube for the main image, and maybe with some sort of mapping or texture added you could accomplish this effect - am I thinking correctly?  If it is some sort of texture/map/UV layout thingie, does anyone have any listing to any ‘noob friendly’ tutorials on getting started with it?



Replies: 1
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It depends how much detail you require. In Zbrush one would import a box modeled mesh of the tower, make some bricks and stamp these on (perhaps using a reference texture, markup for the window), then export a normal or disp. map to apply in 3ds max.
In 3ds Max you could try applying a texture of the bricks and eh, yeah. :p

Author: Ernestator

Replied: 08 December 2009 07:42 AM  
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If there is no poly limit I would make each stone brick and layout exactly like it is in the picture.

As far as detail on the brick you can fake that with a normal map or take the model into zbrush or mudbox and add details in there.



Replies: 0
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Actually if the tower is to be seen just from certain distance you can try playing with the settings of the tile map. (See Attachment.) Otherwise; close-up camera, precise stills and so on, you need to model it as mentioned above, or unwrap the coordinates and paint the map you need for the texturing.

ivan



Attachment Attachment
Replies: 0
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So - if I wanted a still shot of a good looking stone building/room/tower - I would make a block(brick) bring it over to zbrush to detail it (Why would I do this in zbrush? is it superior than what can be done with a uvmap and photoshop?) then take that brick and manually add them in one at a time?

I guess I could have a base plane, or cylinder that could show between the bricks to make it look like a morter layer?

(sorry im new =) )



Replies: 2
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What do you want to do out of this job, what will be the final output?
Why do you need it (the model) with that precision?
I would unwrap it using UVW unwrap modifier, and then using appropriate textures, photos and so on, I would create a couple of maps in Photoshop. Diffuse map and Bump or Displace map for example and then back in Max, I would texture the model using the tools in the material editor.
If a real close-up is needed (24-30 cm distance) I would model a high precision detail separately and composite all this in the final show.

Don’t forget that it must look convincingly, but doesn’t need to copy 100% the reality.
Actually, in computer graphics everything is faked, keep that in mind

Author: ivan iliev

Replied: 09 December 2009 07:47 AM  
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The level of detail you want will determine wether to use Pshop or ZBrush, and how you like to work. You could definetly UVunwrap and produce the different maps in Photoshop and apply them in Max for most shots. ZB is just one method of making high rez detail. If you decide to try that, make a few bricks out of the cube primitive in ZB, then make a tileable texture by cloning them on a plane.

Author: Ernestator

Replied: 09 December 2009 09:23 AM