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From temporary to final textures

Add Comment! By Aubrey Serr on March 25th, 2010

Following up my post on making temporary textures, this post explains how to make the final textures using your temporary textures as a guide.

The first thing I did was place the bricks and stones to match up with the original temporary texture. This was really easy since I already had the texure in 3DS Max.


After I finished that step, I imported the model into Mudbox so that I could sculpt details into it. I used a texture and noise stamp to get the surface to emulate stone, then used the scrape tool to carve off chips. Next I exported this model to xNormal so that I could generate normal maps and ambient occlusion.


One thing to note here is that the brick portions did not tile properly after I had baked the normal maps, but I fixed this using the same techniques demonstrated in this post

For the color, I added a rock texture over the ambient occlusion, and highlighted the areas like in my original temporary texture. Here are the final results next to my original mockup!

Finnished Wall