Boni opened this issue on Jul 23, 2020 ยท 134 posts
LuxXeon posted Thu, 23 July 2020 at 7:18 PM
Lobo3433 posted at 7:07PM Thu, 23 July 2020 - #4395138
One reason I suggested the Wall factory and building from there is that you can get some decent randomness to the bricks but could easily turn into a very high poly build but it has a built in feature to create the bend of course like LuxXeon suggested having enough polys to get a good bend when using the deform modifier look forward to seeing what you come up with
Yes, I think the Wall Factory idea is a great way to get very realistic results. I would probably use that method first, then retopologize the result and bake the detail into a low poly proxy mesh.
I think if you start with something low res (relatively) as the stairs in my example, you may be a bit more limited in your options but it could be faster to achieve acceptable results. One thing you might be able to do with the low poly bent stairs is to model a few rocks or bricks as separate objects, then use the particle system or Scatter addon to randomly scatter them on the base mesh. Or, you could just paint a PBR stone texture on UV maps and use displacement or normal maps to fake the details.
Personally, I would use the Wall Factory and retopologize/bake the details from that model. You could even take the Wall Factory result into the Sculpt room and add more cracks and worn look to it if you wish.
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