These assets have been developed as a personal project to improve my workflow using ZBrush to create tilable textures and meshes.
The assets style and decorations have been inspired by the Darksiders II game, of which I always been a great fan and I love the art style.

I crated two different assets: a 2D tilable texture (that can be applied on a simple plane geometry) and a tilable 3D floor mesh.

Each asset uses a set of 1024×1024 Diffuse, Normal and Specular textures (+ Gloss in the Specular alpha channel).

The 3D floor mesh is around 160 triangles.

  • Software used: 3ds Max, ZBrush, xNormal, nDo, Photoshop, Marmoset Toolbag.
  • Year: 2015
  • The base mesh for sculpting have been created in 3ds Max and then imported in Zbrush;
  • The Darksiders runes alpha, used to detail the mesh in Zbrush, have been created with Photoshop (the initial 2d image gets converted in an obj mesh) and 3ds Max (the obj gets clean up and exported to Zbrush).
  • The low poly mesh has been modeled and UVed in 3ds Max.
  • The normal map baking has been done with xNormal;
  • nDo and Photoshop has been used to create the Diffuse, Specular and Gloss textures.
  • The final assets have been rendered using Marmoset Toolbag.

Below you can find the following content:

  • A Marmoset Viewer scene of the the 2D floor (9 instances tiled together);
  • A Marmoset Viewer scene of the the 3D floor (9 instances tiled together);
  • Diffuse, Normal, Specular and Gloss textures used by the 2D floor
  • Diffuse, Normal, Specular and Gloss textures used by the 3D floor.
  • Several images of the sculpted mesh in ZBrush.
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Project info

These assets have been developed as a personal project to improve my workflow using ZBrush to create tilable textures and meshes.
The assets style and decorations have been inspired by the Darksiders II game, of which I always been a great fan and I love the art style.

I crated two different assets: a 2D tilable texture (that can be applied on a simple plane geometry) and a tilable 3D floor mesh.

Each asset uses a set of 1024×1024 Diffuse, Normal and Specular textures (+ Gloss in the Specular alpha channel).

The 3D floor mesh is around 160 triangles.

  • Software used: 3ds Max, ZBrush, xNormal, nDo, Photoshop, Marmoset Toolbag.
  • Year: 2015
+
Work done
  • The base mesh for sculpting have been created in 3ds Max and then imported in Zbrush;
  • The Darksiders runes alpha, used to detail the mesh in Zbrush, have been created with Photoshop (the initial 2d image gets converted in an obj mesh) and 3ds Max (the obj gets clean up and exported to Zbrush).
  • The low poly mesh has been modeled and UVed in 3ds Max.
  • The normal map baking has been done with xNormal;
  • nDo and Photoshop has been used to create the Diffuse, Specular and Gloss textures.
  • The final assets have been rendered using Marmoset Toolbag.
+
Content shown below

Below you can find the following content:

  • A Marmoset Viewer scene of the the 2D floor (9 instances tiled together);
  • A Marmoset Viewer scene of the the 3D floor (9 instances tiled together);
  • Diffuse, Normal, Specular and Gloss textures used by the 2D floor
  • Diffuse, Normal, Specular and Gloss textures used by the 3D floor.
  • Several images of the sculpted mesh in ZBrush.
MARMOSET VIEWER 2D TEXTURE

MARMOSET VIEWER 3D MESH

TEXTURES
ZBRUSH SCULPT

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