
Block out base geometry in 3ds Max, set up a customizable 16-unit grid, and build reference boxes to create tileable textures for the final renders.
Create tileable floor textures by building 64 by 64 blocks with 16 units and 4 by 4 segments, snapping to grid, offset 256 units to wrap seams, export as obj.
Import tile mash into 3ds Max, center pivots, offset and rotate tiles to enrich heightmap, then render heightmap, normal map, diffuse selection mask, ambient inclusion map with Renetta Texture feature.
Render floor tiles to texture using diffuse, ambient inclusion map, height, and normal maps, with skylight and light tracer for accurate tiling.
Create a tileable texture in Photoshop by arranging ambient inclusion, normal, height, and diffuse maps from 3D Studio Max; resize to avoid anti-aliasing, merge layers, and set a base color.
Create tileable textures by adding color variation with grunge color layers and diffused masks, and derive an edge map from the blue channel of the normal map to enhance depth.
In this beginners tutorial we start by showing you how to create modular geometry in 3ds Max, export it to Zbrush, then quickly get you up to speed on using Zbrush for the first time with basic controls and concepts before diving into sculpting the floor stones and baking multiple texture maps.
About the Instructor:
Ryan Smith is a Technical Artist at Gearbox Software, who specializes in technical art and visual effects. With over 10 years experience working with the Unreal Engine, he is highly proficient with 3D Studio Max, Photoshop, and Zbrush. His specialties also include Shader Authoring, Visual Effects, Technical Art, MAXScript, and Optimizing Workflows.