Author : disting


Reply
Reply
 
Thread Tools Display Modes
Prophecies's Avatar
Old (#1)
Hey,
I'm currently debating an issue I am having here. I am in the process of making a small building for an environment that I am working on:
Here is my question: For buildings, is it worth it to make a high poly version of the building first, then baking it to a low poly?
Or is is best/easier to just use xNormal to generate a normal map from a Grayscale map?

I'm not sure how well I'll be able to replicate a nicely done high poly sculpt of this building: (Note, the following image was a reference, I had no intention of making an exact replica.

I won't be putting in the latticework, but how would I go about sculpting the roof tiles, then matching the diffuse to the roof tiles afterwards? Same goes for the roof tiling on this:

This is why I was considering simply generating a normal map from a grayscale. The results are nice, but for some things, a sculpt just does the job better, don't you think?

Thanks!
Offline , dedicated polycounter, 1,458 Posts, Join Date Nov 2009, Location Montreal, QC, Canada  
   Reply With Quote

JordanW's Avatar
Old (#2)
You shouldn't sculpt the whole building, If it were for an RTS or something maybe but instead you should build the structure from "legos" you've created.

And please highpoly model it and stay away from generating from grayscale Unless you're a superbadass heightmap painter it always has a certain "look" to it.
Jordan Walker
ART BLOG
CGHUB
Twitter
Offline , dedicated polycounter, 1,437 Posts, Join Date Oct 2004, Location Cary, NC Send a message via ICQ to JordanW  
   Reply With Quote

Prophecies's Avatar
Old (#3)
Doesn't generating from grayscale work rather well with small wall details like chipped paint and such? I can understand going highpoly for something like ornate pillars, Brick walls, etc. But for stuff that is rather more detailed to sculpt, such as chipped paint, wouldn't grayscale work better so that the diffuse matches the normal map precisely?
Offline , dedicated polycounter, 1,458 Posts, Join Date Nov 2009, Location Montreal, QC, Canada  
   Reply With Quote

JordanW's Avatar
Old (#4)
It depends, you can use crazybump to help follow the details of the normal map when painting your diffuse. But yes some fine details can be extracted from the diffuse, most textures are a mix of both methods.
Jordan Walker
ART BLOG
CGHUB
Twitter
Offline , dedicated polycounter, 1,437 Posts, Join Date Oct 2004, Location Cary, NC Send a message via ICQ to JordanW  
   Reply With Quote

Prophecies's Avatar
Old (#5)
Alright, thanks. So basically the best workflow would be: Boxing out building > High Poly/sculpt > Texture?
Offline , dedicated polycounter, 1,458 Posts, Join Date Nov 2009, Location Montreal, QC, Canada  
   Reply With Quote

Ott's Avatar
Old (#6)
"Sculpting" buildings isn't exactly the most commonly used method. Think of a building made up of small pieces, or "legos" as Jordan described. You build a badass wall, a badass door, a badass window, an air conditioner, a fire escape, etc. and build your buildings out of those pieces.

This allows you to have a HUGE amount of variation and re-usability with your modular pieces as opposed to trying to sculpt one single building.

Looking at either of your references I could think of any number of modular pieces that could be reused to build variations of either of those buildings.
Offline , polygon, 706 Posts, Join Date Nov 2006,  
   Reply With Quote

Prophecies's Avatar
Old (#7)
Sounds good. I'll give it a shot. Thanks!
Offline , dedicated polycounter, 1,458 Posts, Join Date Nov 2009, Location Montreal, QC, Canada  
   Reply With Quote

Eric Chadwick's Avatar
Old (#8)
More on Modularity...
http://wiki.polycount.net/CategoryEnvironment#EW
Offline , Polycount.com Editor, 6,684 Posts, Join Date Oct 2004, Location Boston USA  
   Reply With Quote

Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Copyright 1998-2012 A. Risch