That’s what this day has been all about. I have been trying to get my floor models out from Zbrush and in to our scene. This time I uv-mapped my lowpolys before sculpting the details. Since the floor is made from several objects, the displacement maps all had different grey values when I baked them in Zbrush due to their relative size in the scene. This was easy to fix with levels in Photoshop, though.
On the parts that I had used clipping brushes I had to use xNormal for the normal map since the ones I got from Zbrush gave me a lot of artifacts. But finally all the parts are on the same texture map, they all have displacement maps and normal maps, the entire lowpoly is 1264 faces and all is swell.
Our first idea was to have a worn mosaic floor, similar to the byzantine ones we have in our moodboard. But we decided that it just might look to busy and we ended up going for a simpler look.
This is how much of the floor that will be visible in the scene. Actually, it’s probably less than that.