2/15/2023 0 Comments Software like crazybump free![]() Now if you want a render that close as the photo shown, I would recommend to model it, displacement work great but in very close up they always look noisy or distorted. Your mesh is not flat bu same concept can be aplied.Īlso a new way can be using Autodesk 3d photo scanning software (free) to create copy a dense mesh then get normals and displacement map from it.Īnd since some of those wall are build in panels maybe you can do a visit to your client factory and photograph some sections to use them as textures for your 3D. I also think the mix between modeling and displacement should be the approach to this, a procedural texture will be more memory optimized, but some of this shapes may seems chaotic but there is some planing on them so it is not all random.įor what I understand you can get normal maps from Zbrush or mudbox, so maybe you can look more on that route.Ī method that I use also is modeling a high density mesh and create a displacement map using the Zdepth pass, as Bertrand showed on this tutorial. There is ndo2 from quixel but you need photoshop and crazy bump for making procedural normals and xnormal is free and very good for baking hi poly details. If you're able to take good orthogonal photography at the site (with some 80mm+ lens) you might be able to derive the displacement map yourself either by making a photogrametric scan of it, or manually creating it from photo itself in nDO by using various layers to stack normal maps, and export a heighmap from it in the end. ![]() In the end, it's the only way to make it trully convincing. Or you can use tileable texture from above to directly displace your mesh, but as I said, I doubt you will find artificial surface like that among references. You can sculpt using photo-scanned data from few sources:ī) Quixel Megascans (requires beta sign-up) Since this is pretty artificial surface, best way (but not fast or easy one) would be to sculpt tileable texture that resembles it (in Mudbox or Zbrush), than apply to unwrapped mesh in either those two apps or directly in 3dsMax, or any combination in-between. It will look completely wrong, everytime. ![]() Don't use custom created displacement maps for any sort of detail that is bigger than few milimeters.
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