I am trying to make some cast concrete textures, as seen in the photo above. I cannot find any textures available, so I have to do it on my own.
My knowledge of baking in Blender is good, but still rudimentary. I have included a photo of what I am able to come up with. When I add a concrete texture to that, it looks…off, by a great mile! Is it possible to adjust the depth of the cylinders I used to make the dimples? I have tried CrazyBump, but to no avail.
My method for doing the baking is to have a plane, UV unwrap it and create a new image in the UV editor. Then I add a cylinder and modify it so it will bake as a hole/dimple in the UV editor. It comes out ok, but as I said, it is just uninspiring. I need to make them deeper it seems. Thank you for any help you can convey.
You say realistic… Normalmaps can give just what they can. Which is not a lot and is fake anyways. Why you are afraid of actually modeling these? Any restrictions or what?
While i was thinking i put one together - Plane, some puncher object out of cylinders, Boolean modifier and that’s mostly it.
Quick dirty vertex/hand painted texture combined with procedural surface so that if you get close there is some concrete resembling stuff going on. I might have done too big diameters of the holes… http://www.pasteall.org/pic/show.php?id=71522
Heh… That was true some time ago… bad.
Now it just works. Automagically, thanks to devs. Your mesh needs to be clean tough - no double vertices, no self intersecting faces, normalized normals and it works.
And ngons can be dealt with too.
That’s all there is in mine. http://www.pasteall.org/blend/29326 There is one plane using subsurf which was used to quick vertex paint. This texture was a basis to the one applied.
Yours i guess uses normalmaps where you have a bit of an error. On the right wall normalmap gives opposite effect and you get rivets going on.