From temporary to final textures

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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.

highLayout

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.

highSculpt

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