There’s an uncanny resemblance to my last Saturdoodle here… I seem to have a weakness for lonely medieval structures.
I found a random image on Saturday morning, which seems to be a 3d model for sale, and decided it could be fun to recreate. After a couple hours of modeling, the fun slowly wore off and once again I felt like I was actually working. I was however looking forward to texturing it, so I pushed on and eventually (after UV unwrapping it about 4 times) enjoyed the last part of the modeling and then stretched those old Cycles muscles I felt like I haven’t used for so long.
As you can see, the bricks are not modeled in, but in fact a displacement. Modeling them by hand would be painful, but it nearly came to that.
Instead, I created the displacement map by “modeling” each brick in 2D, tracing over a CGTextures image, and giving them a random value. A little tweaking to make sure it’s tileable, render that, blur it a bit, and you have yourself a displacement map for randomly jutting-out bricks.
Thank you so much for sharing how you did the bricks. I never thought of that. I wonder if the concept will transfer over to Unity. This is a great way to get detail for cheap (maybe and I hope)
Terrific looking result, Greg! I really like the balance between the highlights and the shadows. Of course the design of the tower and the texturing is really superb. The attention to small details, such as the path in the sand and the “sand drifts” around the base, add a lot to push the image over the top.
Great work, and thank you for the displacement map tip!
Kind of resembles a mix of realism, paper-craft, and surrealism with the fact that everything doesn’t seem quite so straight, yet it still looks sturdy.
Looking at your last doodle, you seem to have gotten quite a knack for texturing and rendering towers, good work overall.