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  • Random cobblestone

    Does anyone have some brilliant techniques for creating random cobblestone roadways that will look good close up as well as far away? It's for a roadway that runs all through a large Assyrian citadel that I am recreating. Attached is a photo of the stones that I need to achieve, though they will look as new in my model.

    Click image for larger version

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    I am asked for aerial renders as well as closeups of pretty much everything, and animated flythroughs too. I never know where I will be asked to put the camera, and these archaeology projects drag on slowly for years and years.

    In my experiments I've tried bitmaps, Multiscatter, and Bercon Noise, and gotten about 75% there with each.

    • Bitmap (as displacement): can't quite escape the tiling.
    • Multiscatter: can't get the stones right up against each other without interpenetration.
    • Bercon Noise (as displacement): can't get rid of those sharp Worley edges.

    Perhaps distance blending is the way to go. But I'm curious if there's something that's just not occurring to me.

    Thanks!
    - Geoff

  • #2
    I would just go the usual baddest way ever and just make 4+mil poly models in zbrush and proxy them up in max. I never was fan of displacement it always dont work the way I thought it should so proxy FTW.
    CGI - Freelancer - Available for work

    www.dariuszmakowski.com - come and look

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    • #3
      this might help http://www.scriptspot.com/3ds-max/sc...lacement-tools either that or bercon maps

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      • #4
        What about displacement with a procedural map to escape the tilling issues?? I was thinking of Dark Tree SIMBIONT or something like that?

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