House modelling workflow

I created a list of parts I need for each model, so I could finally start modelling. To make the job easier I created a basic, simple model of the house, which is going to work as a template for a final build.


To save some Uv space I decided to make a model out of modular parts. I am going to create multiple versions of each component, so I will be able to get some texture and shape diversity. The bottom part will be made from long, wooden logs, the tower will be wooden as well, but logs will be placed vertically to get some variety in lines. I decided that I will make 4 different versions of logs for the bottom part and 2 for the top. I come up with a workflow which is efficient and easy to use.
The first step is to create a low poly version of the object in 3Ds Max, next is unwrapping and exporting to ZBrush. In ZBrush, I can quickly subdivide the model and sculpt the high poly version to get a normal and ambient occlusion map. The last step is texturing in Substance Painter.

Low poly
Unwrapping
High Poly

Textures version

Before I started sculpting I went through a few tutorials on how to make wood in ZBrush, and I found out, that a good method is to use a Mallet Fast brush because it is an easy way to deform edges. I used a Dam Standard Brush with alpha I created to get deep, dark cracks going along the whole log. I was going for an old, rough wood texture. For more subtle lines I used a Rake brush with default alpha, so I was able to make multiple lines with one brush stroke. In the end, I added some knots with a Rake brush and a round alpha. The model was exported to Substance Painter where I created a wood texture. For this, I used a wood smart material with parameters adjusted to fit with the style I am going for. On top of this I added some lighter shades to made the edges look worn out. The same way I made a square, wooden pieces.




Trello Board


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