This tutorial is to demonstrate how you sculpt in Hexagon 2.5, so it will be a very simple object.
First, lets make a cube:
Go into ‘edge’ model, select all edges (ctrl-a), click on ‘Edge Tool’ under the ‘Vertex Modelling’ tab and hit ‘Extract Fillet’ then click and drag on your object to fillet it.
Why have I done that? It’ll retain it cube shape when subdivided. Speaking of which, subdivide it by 5 steps:
So now we’re looking at an incredibly smooth cube, perfect for sculpting. Before we do that, we need to UV Map the object so we can later use the sculpting to make a bump map. Because we’re just using a cube, we can use a cubic UV Map from the UV & Paint tab.
And hit this option:
It’s by no means a perfect UV map, but it’ll do for this demonstration, save complicating the UV Mapping step.
In the material pane (extend from clicking the arrow on the left of your screen) you need to create a new texture:
Now you’re ready to sculpt. In the ‘UV & Paint’ tab there’s A ‘Displacement Brush Tool’, which is what we’ll use.
You can just click to sculpt on the cube, in the right hand pane you can adjust the brush settings.
If you hold ‘shift’ you’ll indent and if you hold ‘ctrl’ you’ll smooth.
I’ve not done anything in particular, but just did random bumps and dips.
Next, what we need is our export bump tool. Just hit validate and choose a place to save your image.
I’ve ended up with this image as my bump map:
So you can see the one face where I went a little crazy with the sculpting. Now you can reset your cube’s subdivision back to step ‘0’ and save it or export it. You will notice one problem, games use normal maps and not greyscale bump maps. But that’s not a problem because you can convert it. You can use this online tool to convert your maps: http://www.smart-page.net/smartnormal/ You’ll need a JPG, PNG or GIF, so that should be the format of your bump map and you can alter certain settings to suit you.
Now you should be done. Here is a rendered version of this low poly cube with the new bump map:
You’ll notice that the 2 spines I added don’t appear, this is because a bump/normal map is like a texture, you’ll need to model the actual geometry to get the effect, so you couldn’t sculpt beyond the boundaries of the base mesh’s geometry, but the advantage of scultping for video games is to use a low/mid poly model and create the illusion of being high poly by adding extra details that look 3D dimensional when light is shined on it.
And that’s all there is to it.