I made this thread because I love rocks and I want to see everyone else's rocks. Post any rocks you like! I LOVE ROCKS.
EDIT!!1!11!!!:
It's been quite a while since this thread started, there are now HUNDREDS of replies and you guys just keep on posting! DON'T STOP! It's crazy to see how you've all turned this thread into a really helpful resource for so many artists. You've been featured in articles, inspired other threads, given a ridiculous amount of critique, and shared pages upon pages of knowledge. Whether it's personal art, production art, or everything in between... I hope you'll all continue to treat the rest of us with your sweet RAWKS!
Some pics of my first in-game rocks, It was intended to be just a block-in rock, but I placed so many I think it might be more of a permanent fixture.
I love rocks too man, more to come for sure.
Some pics of my first in-game rocks, It was intended to be just a block-in rock, but I placed so many I think it might be more of a permanent fixture.
I love rocks too man, more to come for sure.
Looking good! Best part about rocks in games is that you can shove them together even with just 1 and make a cool scene.
IFAB, I missed the brushes you use when you talked about them on the PC hangout. I heard trim smooth boarder, trim dynamic and crumple, I didnt catch the others.
I read through some of your posts in your Last of Us thread about the tileable textures you made. I was just curious what is your work flow for when you create the textures from scratch. Do you sculpt the large forms, make a displacement map, blend the seam in photoshop, then go back to zbrush to add detail, and then keep going back and forth until you are done? That is the best way I have found to do it so far, but was wondering if there is a better way.
I read through some of your posts in your Last of Us thread about the tileable textures you made. I was just curious what is your work flow for when you create the textures from scratch. Do you sculpt the large forms, make a displacement map, blend the seam in photoshop, then go back to zbrush to add detail, and then keep going back and forth until you are done? That is the best way I have found to do it so far, but was wondering if there is a better way.
Try this BARDLER; Bring up a plane in ZB. Subdivide it to your liking. Choose the brush of your liking. Bring up the Brush pallet, look under curve and change wrapMode to two. Now you'll have a tiling base for your sculpt.
That's pretty much how I do my texture sculpts all the way trough.
Try this BARDLER; Bring up a plane in ZB. Subdivide it to your liking. Choose the brush of your liking. Bring up the Brush pallet, look under curve and change wrapMode to two. Now you'll have a tiling base for your sculpt.
That's pretty much how I do my texture sculpts all the way trough.
Holy shit that is awesome. That saves a lot of anguish, haha, thank you!
Im quite proud of these two, I made them with no photo resource. I retreived the normal map and AO from a High poly bake.
Then I Blended the AO with various colours and stuff with photoshop to achive the diffuse.
Pretty low res because these two and another one all share a 1024x
They're 114 and 150 polygons
Part of a much greater design in our game, Tolroko
Amazing stuff. I'm really impressed by the quality of people in even 15 minutes!
What process do you guys use? Mine is still rough and a bit slow: from a zphere using the mallet and clay-buildup brushes to get the major forms and then some alphas for texture, inner shapes.
Could you explain your workflow and techniques for it?
Hi, the workflow is similar to what naughty dog's guys explained in the "Vertex" bible, or behrooz roozbeh on the zbrush central's uncharted 2 thread, plus a lot of tries ^^
For more info, and a really useful and in depth incredible tutorial, check these videos from bradford smith : [ame="http://www.youtube.com/watch?v=rNgs2DcAsF4"]ZBrush Tileable Textures 01 - 2.5D Workflow - YouTube[/ame]
For the stones it's pretty much the same, for the rock wall, here is a really quick overview :
It's the Ztool i used, pretty simple.
I used 2.5d canvas and composed the texture, using every face of the subtool, and make it tile by scrolling with the tilede hotkey.
When it's done, i just make an alpha grab and different renders of the canvas, with differents matcap that i tweak to get interesting masks, and a normal map with the normal matcap as well.
I also use an ambiant occlusion render, sort of, wich is obtained with a simple light setting, in my case a single frontal light, with tweaked shadows.
Then i use mask and some pattern in combination with color gradient, color fill, texture, or whatever i need, and composed them in photoshop.
Replies
http://www.polycount.com/forum/showthread.php?t=119041&page=2
Also just finished another one
really like these, reminded me of uncharted :
the only ones i could find :
from
Would like to see the normal's for these...
I love rocks too man, more to come for sure.
Dude I'm digging the contrast between that rough inside and polished outside
Looking good! Best part about rocks in games is that you can shove them together even with just 1 and make a cool scene.
Highpoly rock I did last year.
Some tileable rock/brick textures I did a couple months ago.
You should try it remember that this thread isn't just for sculpts, you can post paintings and textures too.
IFAB, I missed the brushes you use when you talked about them on the PC hangout. I heard trim smooth boarder, trim dynamic and crumple, I didnt catch the others.
That first one is so awesome dude *droooooollllssss*
SUPER MANY ROOOCKS
Ging to post some I have done when I arrive home if I remember haha
My little contribution :
Awesome stuff!
And a great portfolio!
Could you explain your workflow and techniques for it?
A sculpt I did a few weeks ago
I read through some of your posts in your Last of Us thread about the tileable textures you made. I was just curious what is your work flow for when you create the textures from scratch. Do you sculpt the large forms, make a displacement map, blend the seam in photoshop, then go back to zbrush to add detail, and then keep going back and forth until you are done? That is the best way I have found to do it so far, but was wondering if there is a better way.
Try this BARDLER; Bring up a plane in ZB. Subdivide it to your liking. Choose the brush of your liking. Bring up the Brush pallet, look under curve and change wrapMode to two. Now you'll have a tiling base for your sculpt.
That's pretty much how I do my texture sculpts all the way trough.
et
?
Holy shit that is awesome. That saves a lot of anguish, haha, thank you!
Then I Blended the AO with various colours and stuff with photoshop to achive the diffuse.
Pretty low res because these two and another one all share a 1024x
They're 114 and 150 polygons
Part of a much greater design in our game, Tolroko
What process do you guys use? Mine is still rough and a bit slow: from a zphere using the mallet and clay-buildup brushes to get the major forms and then some alphas for texture, inner shapes.
Hi, the workflow is similar to what naughty dog's guys explained in the "Vertex" bible, or behrooz roozbeh on the zbrush central's uncharted 2 thread, plus a lot of tries ^^
For more info, and a really useful and in depth incredible tutorial, check these videos from bradford smith : [ame="http://www.youtube.com/watch?v=rNgs2DcAsF4"]ZBrush Tileable Textures 01 - 2.5D Workflow - YouTube[/ame]
For the stones it's pretty much the same, for the rock wall, here is a really quick overview :
It's the Ztool i used, pretty simple.
I used 2.5d canvas and composed the texture, using every face of the subtool, and make it tile by scrolling with the tilede hotkey.
When it's done, i just make an alpha grab and different renders of the canvas, with differents matcap that i tweak to get interesting masks, and a normal map with the normal matcap as well.
I also use an ambiant occlusion render, sort of, wich is obtained with a simple light setting, in my case a single frontal light, with tweaked shadows.
Then i use mask and some pattern in combination with color gradient, color fill, texture, or whatever i need, and composed them in photoshop.
Final diffuse.