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Small holes with PS
show user profile  sheheryar_noor
Hi guys i am modeling this " " , the thing which is just confusing me is the " Pores/holes" on strawberry. I am going to use this thing in Unity in real time lighting and it will not be static.So making these holes on geometry with inseting polygons and extruding and then turbosmooth will work out but the problem is that it is moveable so if each hole/pore have 10 tris 100 pores mean 1k tris which is such a bad bad method.
Another method is baking normal map from HP. But what i want to know is that if i have just a low poly strawberry can we achieve these pores/holes with PS (Painting a texture). If anyone knows or think it is possible with PS texturing (painting) please guide me step wise :) like base layer normal with and top layer with multiply or soft light etc and paint holes.
read 402 times
5/15/2014 8:17:09 PM (last edit: 5/15/2014 8:24:09 PM)
show user profile  K-tonne
pretty sure they're not holes- just seeds
easy enough to paint on the normal map by hand
or even make on a flat plane then c&p the nm from another flat plane onto the strawberry's normal map- overlay mode probably, or additive or something

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5/15/2014 8:45:27 PM (last edit: 5/15/2014 8:45:27 PM)
show user profile  sheheryar_noor
And what do i make the normal map of? the low poly strawberry? and paint holes on it? hehe and what do you mean by c&p?
read 389 times
5/15/2014 9:10:28 PM (last edit: 5/15/2014 9:10:28 PM)
show user profile  K-tonne
i was thinking you could make one seed, put it on a plane, sink the seed in a little and depress the area underneath using poly modelling, put another plane on top of that and use that plane to get a normal map out of the bottom plane and seed- then you could use the resulting normal map to scatter the seeds normals over the surface of a low poly strawberry
c&p is cut and paste- which will save time when scatttering the seed normal map

might be quicker to just paint a bump map and diffuse though :)
depends on how far away from the camera it's going to be in the end to how detailed and how much work you should put into it

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read 377 times
5/15/2014 10:35:15 PM (last edit: 5/15/2014 10:35:15 PM)
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