Cobblestone Street: W.I.P. by spectral_tracer
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Description
Greetings.
After much research and trial and error, I figured out how to make my own, true displacement maps. You can see a sample of one of my displacement maps on the left side of the image. It's gray.
For this scene I used two planes, two textures, two displacement maps and two specular color maps to generate the image shown. The two materials used for this scene used these elements in the color, specular color, and displacement channels. It took 1 minute and 25 seconds to render and the scene only uses 120 polygons.
To create the texture and displacement map I modeled, shaped and textured this same image stone by stone (not shown here). I rendered all the layers necessary and composited them in PhotoShop. From PhotoShop I saved the two images needed for the material that made the image shown.
I am currently texturing the entire street but it is going to take a while. I am going for realism so any suggestions would be helpful.
Thanks :)
Comments (9)
corvas
wow this is fantastic,looks so real,fantastic work with the displacment.
chachi
looks a hell of a lot better than MY cobblestone efforts...lmao! great work man!! :D -chachi
j_campbell
Looks great.
Silgrin
Wow, I remember my efforts... thet ended with modeling every stone separately... and then changing the project to avoid making them at all! :0 If you
d like to receive some suggestions, I would try higher specularity. This stone looks a bit plastic-like as for me. Just guessing... Not sure if it would work. Cheers, and good luck! I
m going to make my own street of this kind, so "crossing fingers" :)koosievantutte
sadly i don't understand the technicalities, but the result is great.
Rorsdors
I’d be asking you for pointers, not the other way around, really good effect. There is so much to get our head around in these programmes, looking forward to your street scene.
Shademaster
If you generate a normal map from the displacement map using Baker you can get a Discplaced looking model without the render hit :). Great work!
rammstein69
displacement maps are cool, but I have an even better technique for quick rock walls or stone grounds. i'll give you my secret for free: photograph a rock wall or stone ground, then map that texture onto a plane, then knife the plane over and over and over again, trying to create outlines for each and every stone, then select the knifed polygons and extrude them, which leaves the grout or mortar behind, then put the whole thing into a hypernurbs cage. you will love the results. the sharpness of the rocks can be adjust by subdividing the whole plane. hope you find this helpful. bye.
Fidelity2
Amazing 5+.