On Thursday, I imported the lowpoly tree for the treehouse into zbrush and used the dynamic subdivisions off and then on smoothing to reduce the lowpoly look and smooth it out while still maintaining the core silhouette. I then used the polish modifier on the sidebar in geometry to sharpen the edges to create a crisper look, which would fit better with the style I want to aim towards:
I then went into substance designer with the intention of creating a tileable tree bark texture that I could import into substance painter later to add more normal information using these two (
link,
link) video tutorials as reference:
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construction of the wood grain with a thin layer of crust |
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Construction of the branch stump |
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output maps |
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Lowpoly tree mesh with tileable |
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Tileable texture |
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