Boni opened this issue on Jul 23, 2020 ยท 134 posts
LuxXeon posted Tue, 25 August 2020 at 4:03 PM
Boni posted at 3:51PM Tue, 25 August 2020 - #4397687
I was wondering how difficult it would be to cut out the steps instead of adding them? Like what Keppel showed. Also, now that I know how this is working in Poser, Would it be difficult once the chips and cracks are added to add ivy and scattered leaves on the structure? I'd like to do a procedural texture on it that I can translate to Poser since Poser uses a light version of cycles. Although having a UV map in case I need it wouldn't be a bad idea since detailing and a normal map would enhance it quite a bit. Am I overdoing?
I'm not sure what you mean here. In Keppel's example, he's created the steps by using instances or copies in an array I believe. That allows you to adjust things and add things to just small parts of the steps and then it will automatically copy those changes to other parts. It's a good way to work but it's slightly more advanced. Does your other software have this capability? Because once you export the model, it will need to be together as one object anyway.
Do you mean adding Ivy and Leaves as part of the procedural material? Honestly, I wouldn't bother doing it that way. The Ivy and leaves can be done as objects and exported along with the model. I guess you could bake that stuff into texture maps that use displacement and normal map, but personally I would just do that stuff as geometry.
If you can get Keppel to join the thread again maybe he can help you with what will work best for Poser. I don't want to give advice regarding that, because I really don't know anything about Poser or how it works with Blender. I suppose if Poser has displacement, then all those details, including the cracks, Ivy, leaves, etc. can be done that way. I just think leaves and ivy always look best as geometry, even if it's lower poly.
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