I would make 2 or 3 variations of a rock and just crash it through each other to get the shapes, as long as you scale and rotate each one a bit it should not be noticeable that its only 3 rocks. plus then your texel density will be a lot better than if you make one big shape thats 100% unique
@nekomata: Missed your comment earlier, thanks for the nice comments and advice! I'm honoured to be the subject of your first post! <3 @shapeiro: I'll fix up that moss and add more green shit! Thanks for the crits!
First post on polycount forums yeeeaaaahhhh!!!! \o/ Now that, that is out of the way... Hey feanix! I have been following your waterfall environment creation and I am really impressed/inspired by it :) Just something that I thought I would mention. I think the arch might need a little more moss on it. Other than that I am…
Hmm, this was a concern I had. Kinda struggling with the best way to approach those. :S I'm thinking possibly make one slatish rock and then use Mesh Inset in ZBrush to extrude some nice angular rocks from a surface. I can then use the rock I used to create the extrusions as a filler prop for the rest of the scene. Going…
I would make a shader that allows you to use one vertex color channel to blend some moss/alge onto the rocks for areas ouside the fall, and perhaps use another color channel to blend in areas that are super shiny/wet looking. that way you could have 3 variations in surface type for constructing the surrounding mountain…
@saso_chicken: Thanks! :D I'll throw some blue in there. It's pretty white cos the concept water was VERY white. But it could probably stand some variation. I'll try to add some more detail to the sand. I'll what what I can do about adding some more wetness to the assets! :D @LRoy: Thanks! @Mr Bear: Glad you like it! I did…