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Environment : Cave / Substance Designer and Unreal

greentooth
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rogelio greentooth
Hi Everyone,

It is me again.  Starting a smallish environment to test out a newish workflow of bringing displacements to zbrush from procedural generated heights to displace detail and really in many ways create a scene that is almost fully sculpted through designer instead of my hand.

Below you see zbrush displaced geometry using these heights that were created in designer.  This cave pillar and stalagmite are using one substance graph with different settings.



Shots in Iray. of one variation of the graph.



Ref.  I have others but in general I am going for something like this.


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