This time around I'm going to make a tiling interior wall mesh; a plastered one, with vertical wood beams and ornate, gold-painted wooden trim along the top and base. The texture will be old-looking and worn, with rough, possibly cracked plaster, old wood beams and trim with worn, chipped gold leaf coating.
There is a few objectives I have set myself for this piece:
- Continue to learn Zbrush and improve sculpting.
- Experiment a little with shadowbox.
- Create a realistic interior tiling wall mesh, which has multiple materials, suitable for PBR.
Software I will be using: Maya - Zbrush - NDO - Photoshop - Toolbag 2
Here's some reference images I have collected:
I have spent a while modelling the base mesh for the wall inside Maya, creating the layout I wanted and modelling up the ornate upper and lower wood trim.
I aim to make a tiling mesh, which uses a 2048x1024 texture and (possibly) complete with LODs. To make the ornaments I used box modelling with splines to achieve the flowing shapes.
This model is now pretty much ready to take over into Zbrush to sculpt up the plaster chunks, vertical wooden beams and add overall damage/wear.
(1) Base mesh displayed in Toolbag 2 - (2) Close-up image of the ornate top trim - (3) Ornaments wireframe
(4) Ornaments rendered in Toolbag 2.
Recently I decided to scrap the idea of making LODs for this piece and instead opt for making two versions of the wall; one which is pristine and the other being heavily damaged from time and bad upkeep. The idea now is to have three 1024² textures; two with plaster, wood beam and tiling wooden trims (pristine and damged) and a decal sheet, which has crumbled plaster and exposed wood lath underneath.
(1) One of three damage decal sculpts, displayed in Toolbag 2 with normal map only.
More Zbrush sculpting updates.
(1) Final three damaged decal sculpts. Again, displayed in Toolbag 2 with normal map only - (2) Pristine and damaged plaster sculpts (pristine one needs to be smoother).