Feel free to take a deeper look at these textures in the bundle pack available in the store.
Muddy, Grass, Ground, with puddles breakdown
Please take a look.
Zbrush Tiling Texture Blog Post
As for the grass, I created this little guy in Maya and brought it into Zbrush to start working with.
Rock, Cliffside wall,, Moss Breakdown
Here is the blog post again.
Zbrush Tiling Texture Setup
This technique allows me to create a tileable texture from within Zbrush and helps me save a lot of time fixing seams in Photoshop later.
- So using this tiling/wrapping brush technique I start off with a flat plane for the rocks and begin sculpting large shapes with the clay brush. I am still in a decently low poly mesh right now around 20k. This allows me to get the large forms in and the basic details for the rocks that I want with quick iterations pushing and pulling. While I am doing this I am using the Trim Dynamic brush to polish off areas and get some nice sharp edges for the rocks.
- After I have a pretty good base mesh to work from on the rocks I think start adding a lot more poly's and get up into the millions. Here I am using a variety of brushes to get details in. I personally like the MalletFast2 brush which I use to chip a lot of edges off. While doing this I am still using the trim dynamic brush to polish areas, I am also using the noise brush in a spray mode to get some nice rocky crevices and details across the surface. I'm also using the slash 3 brush for some of the cracks in combination with the MalletFast brush. At this point I am about here in detail.
PS: Don't ask me why, but whenever I import my mask into Zbrush, I have to flip the image vertically(not rotate, FLIP!) So I bring the alpha in upside down and it shows up correctly on the mesh, maybe someone can explain to me why this happens? But it is a necessary step for myself.
After my ztool is now masked using the alpha that i made in photoshop, I want to bevel that detail into the mesh. Whatever is grey in my alpha will not move at all. Whatever is black will be pushed back into the mesh and whatever is white will be pushed out towards the camera just like a height map. So using my mask I go to the deformation tab in zbrush and offset my mesh in the Z-Axes. Because for me, the Z-Axis is facing the camera so it will push and pull things properly.
- Jacob Norris