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Roman ruins - Trim texture study

A personal exercise. A trim texture of roman ruins done in Maya and Substance designer, and rendered in Unreal. The setup is procedural and made to be able to insert any base heightmap and automatically create edge chipping\erosion\cracks, with no sculpting involved.

I modelled a mid poly in maya to bake the main shape, but this is just a plane with nanite tessellation applied

I modelled a mid poly in maya to bake the main shape, but this is just a plane with nanite tessellation applied

My main references

My main references

The mid poly I modelled in maya. I explicitly set out not to model\sculpt any damage\rock features and just do all of those details in Designer.

The mid poly I modelled in maya. I explicitly set out not to model\sculpt any damage\rock features and just do all of those details in Designer.

A gif of the various damages and details added to the heightmap.

A gif of the various damages and details added to the heightmap.