Emoticon: wow, thanks very much for this. You gave a brief intro on what I need to research in the next couple of days. It really is more important to know what to look after, rather than looking around everywhere, unorganized. Cheers!
AzzaMat: nice rocks you have there! Really dig it's stylized shape and that gradient helps a ton as well. It may or may not be an issue and I might be mistaken as well, but that Crumple brush is a bit too obvious though. You could pull it back a bit here and there and maybe create some more variation in it.
I know that Trim Smooth Border is being used here and I'm familiar with combining simpler meshes into such a structure as Jonas Ronnegard's. However, I would really like to see 'how' the brush is used, how the strokes are executed to get that cubic cleavage. I've been playing with the trim smooth border for some time now and can not get that cut. Is the 'picker' changed in orientation? Is it both Zadd and Zsub? Just a few strokes is all I'd like to see......
I´ve been checking this thread for a while now. Amazing stuff! Finally I have something to share with you rock lovers
This is going to be my next project and I made this rock formation that I´m going to turn into modular blocks. It´s going to be deep sea kind of environment with beautiful mermaids and angler fishes. My goal is to make it stylized rather than realistic. Right now its about 8k tris total but I can easily optimaze it a bit. Rock models are using two 1k textures.
Hello everyone! My name is Jason and this is my first time posting to Polycount; I am a student and one of my instructors told me to get "social" and post some of my work here. Lots of beautiful rocks here I hope mine adds to the fray!(If I even post it right><)
Thanks for the feedback Mr. Sig I completely agree I love the color and feeling of the texture but I need to spend some more time on it thanks so much for your time!
Here are some sculpts I did a while ago. These were intended to be used as tileable elements. Polypaint over a brown MatCap. I need to take the time to redo the lowpolys, because these ended looking like giant turds in engine.
I watched the youtube videos Allegorithmic has provided. I did not use the live link stuff or exposed substances. First I thought I would do some more work on it in substance designer, but I kinda didn't have any need to do that. So it's fully done in painter-->exported the maps and fbx file to UE 4 and created a basic material and it was done. Sorry for late reply.
Rock i was made long time ago just for fun to test new technique, the funniest thing is that i don't remember how i done it
I know only that it was not easy and i was using "TrimSmoothBorder" brush and it ability to "remember" the planars
As you can see there are a lot of polygon stretching...
Hey, tzydpro, very nice! Could I ask what your procedure is? (Feels like I ask everyone the same question)
Its Really Simple
1.) I start with box with 10 subdivisions on each side..like so
2.) then i add a turbosmooth modifier on top, set to about 5 levels, then a spherify on top of that, and then a stretch modifier, you'll get something like this
3.) next I add a displace modifier with about 20 strength using a cells map ( youll need to go into the material editor and reduce the tiling to less than one to get nice big cuts like this..
4.) Next you add another displace modifier with cells again, but this time set teh tiling high and strength low to generate some high frequency details..
5.) last step is another dispalce modifier with the smoke amterial with low strength for additional hgih frequency details.
After that u can duplciate it and basically tweek the different modifiers to get different versions of the rock.. of course you'll need to use meshlab or zremesher to generate the lwopoly.
I hope that made sense sorry if it was a little rushed..heres waht my modifier stack looks like..
Rock i was made long time ago just for fun to test new technique, the funniest thing is that i don't remember how i done it
I know only that it was not easy and i was using "TrimSmoothBorder" brush and it ability to "remember" the planars
As you can see there are a lot of polygon stretching...
Dude please do a tutorial on how you did this. This is a great desert rock technique whatever you did.
1.) I start with box with 10 subdivisions on each side..like so
2.) then i add a turbosmooth modifier on top, set to about 5 levels, then a spherify on top of that, and then a stretch modifier, you'll get something like this
3.) next I add a displace modifier with about 20 strength using a cells map ( youll need to go into the material editor and reduce the tiling to less than one to get nice big cuts like this..
4.) Next you add another displace modifier with cells again, but this time set teh tiling high and strength low to generate some high frequency details..
5.) last step is another dispalce modifier with the smoke amterial with low strength for additional hgih frequency details.
After that u can duplciate it and basically tweek the different modifiers to get different versions of the rock.. of course you'll need to use meshlab or zremesher to generate the lwopoly.
I hope that made sense sorry if it was a little rushed..heres waht my modifier stack looks like..
Replies
AzzaMat: nice rocks you have there! Really dig it's stylized shape and that gradient helps a ton as well. It may or may not be an issue and I might be mistaken as well, but that Crumple brush is a bit too obvious though. You could pull it back a bit here and there and maybe create some more variation in it.
This is going to be my next project and I made this rock formation that I´m going to turn into modular blocks. It´s going to be deep sea kind of environment with beautiful mermaids and angler fishes. My goal is to make it stylized rather than realistic. Right now its about 8k tris total but I can easily optimaze it a bit. Rock models are using two 1k textures.
I´m going to keep update my progress here: https://www.facebook.com/artbykimmokaunela
4800 tris
Crits would be nice
[IMG][/img]
Screen grabs inside Zbrush.
Very cool. I bought Substance Painter but haven't had a chance to use it yet. Any good tutorials you used for getting it to work nicely with UE4?
This scene below was made entirely with the single cube
I like this one too:
EDIT:
Same rocks, a bit more progress
I'm also trying to find good substance tutorials, so yes this would be cool if you could help us with that, because your rock rox ahah.
These look great man! May I ask which brushes/alphas you used?
I didn't use much alpha noise in zbrush, i extracted the normal for that from the photo texture and mixed it in photoshop.
This tutorial shows it very well
https://www.youtube.com/watch?v=5zba75oVqxw
needs some tweaks but quite happy with the result.
and here is a quick proof of concept Prism and I made for a project.
Rock i was made long time ago just for fun to test new technique, the funniest thing is that i don't remember how i done it
I know only that it was not easy and i was using "TrimSmoothBorder" brush and it ability to "remember" the planars
As you can see there are a lot of polygon stretching...
I've tried following that technique before and totally failed. Maybe it's time I try again.
Here are the rocks I made above, in this case I have imported all the low poly meshes and 2k textures into marmoset for a test render.
Erasius these are really cool, nice edge highlighting.
Its Really Simple
1.) I start with box with 10 subdivisions on each side..like so
2.) then i add a turbosmooth modifier on top, set to about 5 levels, then a spherify on top of that, and then a stretch modifier, you'll get something like this
3.) next I add a displace modifier with about 20 strength using a cells map ( youll need to go into the material editor and reduce the tiling to less than one to get nice big cuts like this..
4.) Next you add another displace modifier with cells again, but this time set teh tiling high and strength low to generate some high frequency details..
5.) last step is another dispalce modifier with the smoke amterial with low strength for additional hgih frequency details.
After that u can duplciate it and basically tweek the different modifiers to get different versions of the rock.. of course you'll need to use meshlab or zremesher to generate the lwopoly.
I hope that made sense sorry if it was a little rushed..heres waht my modifier stack looks like..
Dude please do a tutorial on how you did this. This is a great desert rock technique whatever you did.
Very cool. Thanks!
Concept: Fable 3 Mistpeak Valley Bridge Concept
Thanks man.