Chaos Corona Forum
Chaos Corona for 3ds Max => [Max] I need help! => Topic started by: octavtirziu on 2017-03-02, 17:27:14
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Hi guys,
A client has requested me some particular brick pattern. One dark (first photo) with deep joints like (second photo) and one light but also varied (third photo). It's kind of a short deadline so I don't have a lot of time to experiment. What workflow would you approach ? paint a texture in PS, do a floor generator thing I'm curios to know. I'll share the results of my tests also.
Thanks!
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I usually photograph brick sample boards and make about 10-20 individual images of single bricks from it, then generate normal/spec/bump maps (whatever is needed) and plug it into a bercontile map.
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I think in this case I would use floor generator 2 from cg source, to make your wall.
I've attached a screen of what I whipped up using it + multi texture in 3 minutes.
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i would use Railclone from Itoosoft. to solve this.
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Thanks for the replys,
For speed reasons and not having to deal to much with corners, I was thinking of modifying a map generated with this http://www.feldhaus-klinker.com/feldhaus-brick-configurator
But I would definitely give bercon maps and floor generator a go. I don't have railclone pro, and I have only briefly worked with the light version but for this one I don't have a lot of testing time.
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Ok did some tests.
the challenge is to recreate the pattern and make some of the small tiles (photo 1) shiny. so far:
bercon maps - easy to map, easy to design the desired pattern BUT I don't know how to select to texture the small shiny bricks (maybe paint a small brick inside a larger brick)
floor generator - more difficult to set up on all the walls , pattern kind of random (can't choose tiles size but only min and max) , I can select the small bricks because they are geometry
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It looks like railclone would be best solution for your task, even lite version. You can control pattern as you want and the output would be geometry (not cenvertible to editable mesh in case of lite version).
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floor generator seems to do the trick so far
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For the interior facade (ref 3) i am using bercon tiles. Even though it's random it over all it's quite regular. Is there any way I can influence the bercon map (maybe with a noise map) to have certain areas filled with a certain tile like in the ref above?
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For the interior facade (ref 3) i am using bercon tiles. Even though it's random it over all it's quite regular. Is there any way I can influence the bercon map (maybe with a noise map) to have certain areas filled with a certain tile like in the ref above?
If you combine bercon with the CG Source multitexturemap you can (neglected to mention that's how I do it). You can then lower the probability percentage for the shinier bricks (assuming you are using an image for the texture). As much as I like FG I avoid it for brick surfaces (entire facades that is) as it gets too memory intensive. Haven't gotten a chance to tackle bricks with RC yet though.
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It's funny because they re-checked their buget for the building and suddenly the complexity of the bricks decreased.
Everthing works well so far with FG, hopefully there are no curved walls. And I can select the small polygons very quickly with "select similar" to make them shiny.