I'm using some speed sculpts I did to practice some of my texturing (which I have not done in a while) and could definitely use some feedback and critiques. Have at me! (the only properly worked up uv shells is the one in the middle and middle left)
Honestly the look really good,it will be good to show the modularity of the rocks by putting them in a small environment, nothing to complicated just to test them.
Looks like some pretty cool rocks to me man :P I mean maybe you could add some extra surface detail or something like that? but if a smooth, sandstone-like material is what you are going for then I think this suits it just great in my opinion
woohoo im doing rocks atm so this thread got me excited haha. I was wondering..how did you unwrap the rocks? did you model the rocks with a cheeky split in to hide the seems?
Technical crits:
- Needs padding around the UV shells, without it you can get seams, especially if a texture mip-maps in game.
- There seems to be more UV shells/seams than what you need? Did you tennis ball unwrap it?
- Remember that you can treat your old low poly as a high poly model and bake your maps from the old UV layout to a new.
Mark, I never thought to rebake the low poly with new UV's makes perfect sense, thanks! as for the number of shells, I have a second, larger rock sharing the same sheet, I just wanted to nail the texture on the small one before working up the whole sheet. Additionally, any suggestions for getting good padding other than a re-bake (hoping for something IN photoshop?)
The rock UV's themselves were planar mapped and the rock was sculpted with UV's in mind, hence the crack along the middle (plus I can stack them into shelves with some differing visual interest on each side. Here's the sculpt:
That's some inspiring work! I may have to start a rock study soon :P Did you have any idea of the final formation when creating the pieces, or was it all just put together in the end?
Replies
Cool stuff man.
Technical crits:
- Needs padding around the UV shells, without it you can get seams, especially if a texture mip-maps in game.
- There seems to be more UV shells/seams than what you need? Did you tennis ball unwrap it?
- Remember that you can treat your old low poly as a high poly model and bake your maps from the old UV layout to a new.
Mark, I never thought to rebake the low poly with new UV's makes perfect sense, thanks! as for the number of shells, I have a second, larger rock sharing the same sheet, I just wanted to nail the texture on the small one before working up the whole sheet. Additionally, any suggestions for getting good padding other than a re-bake (hoping for something IN photoshop?)
The rock UV's themselves were planar mapped and the rock was sculpted with UV's in mind, hence the crack along the middle (plus I can stack them into shelves with some differing visual interest on each side. Here's the sculpt: