1.) I start with box with 10 subdivisions on each side..like so
...
Haha love that someone else stumbled on this in max. Put up a similar workflow on pg 3 of here :')
Nice additional refinements! I was aiming for a volcanic style/hostile environment when i started but it seems you've managed the less extreme weathering haha.
Do you guys mind sharing the techniques you are using to prevent seams in you rocks textures?(Apart from polypainting)? I'm trying to create some icy rocks, so the detail maps that i'm using inside the UE4 material editor are causing the seams to show.
Haha love that someone else stumbled on this in max. Put up a similar workflow on pg 3 of here :')
Nice additional refinements! I was aiming for a volcanic style/hostile environment when i started but it seems you've managed the less extreme weathering haha.
haha thanks. I think we both may have stumbled across the same tutorial. That's what got me started, after a little experimentation, i saw the possibilities of this workflow .
Do you guys mind sharing the techniques you are using to prevent seams in you rocks textures?(Apart from polypainting)? I'm trying to create some icy rocks, so the detail maps that i'm using inside the UE4 material editor are causing the seams to show.
haha thanks. I think we both may have stumbled across the same tutorial. That's what got me started, after a little experimentation, i saw the possibilities of this workflow .
Put all your seams on crevices when possible. Other than that, I think some people do polypainting but most people just go with textures where the seams won't really be that noticeable anyway.
Awesome, Lucas! You inspired me to give some more environment stuff a whack. What you have would make for some awesome vertex painting, I thought I might try something like that for an asset.
also figuring out the Orb Crack brush
The trick to using it is to take advantage of it's "dynamic" mode. Meaning, vary up your pressure a lot, so it changes size and intensity. Also, be sure to change your draw size often to give plenty of variety to your cracks. I still don't have that great looking results, but that's what I learned when using it.
BTW, in case everyone hasn't watched this already, this is a great tutorial (and comes with brushes that are amazing) on sculpting stone, which carries over to rock. Give it a watch!
Nice work makkon, i think most of the work with cracks comes down to your own skill using the brush. I don't like doing cracks very much for that reason.they are so hard to get right.
Yeah Makkon, I'm definitely gonna vertex paint these. So far I've got clean/ruined versions of brick and these floor stones baked. I'll probably make a moss layer as well.
This is my first experiment with adding some detail in ddo.
Thanks Prism! I think you have the skill to pull it off, got to use heavy reference at first but it's not hard to pick up. Just got to let the speed your pen moves and how hard you press have good flow and weight variation.
Lucas: That's looking pretty cool, man!
I practiced a little and revised a lot on how I was sculpting my stone. Did the first "clean" version, now working on the broken version
Yeah Makkon, I'm definitely gonna vertex paint these. So far I've got clean/ruined versions of brick and these floor stones baked. I'll probably make a moss layer as well.
This is my first experiment with adding some detail in ddo.
Use the Orb Crack brush, use reference, vary up your pen pressure, and lasso-mask parts of your brick where you made the crack to move them around. Takes at least one asset to get used to, and two or more to get decently good at it.
I sculpt a few of the tiles using a combination of claybuildup, trimsmoothborder, trimdynamic, planar, and orb's brushes. After doing about 8 of em, bring them into maya, rotate them around a bit. Then I use a script to add some minor random rotations, offets, and scaling. I'll doublcheck tiling, then import those back into zbrush and add a bit of unique details to the bricks to make them all look a bit different. I find its way faster to do it this way rather than painstakingly sculpting each one.
To do the damage, I've been experimenting with using surface noise as a mask. I'll store a morph target of the clean version of the brick, then really overdo the damage. From there I'll use the morph brush to bring it back a bit. I've also been experimenting a bit with the 'claypolish' feature to crisp up my edges a bit.
Baked down my maps, then I've been putzing in DDO a bit.
I'll make a nice little image tutorial sometime, but most of what I do has already been explained in much better detail by artists much better than I.
These are looking pretty good, but I think you should offset a few of the bricks horizontally a bit so that the gaps between them don't line up so perfectly.
Nice shapes in the sculpt there, but you seem to have some big fault lines running through them, The wall would basically just fall over. Shuffling those square bricks around or removing them should help a bit
Nice shapes in the sculpt there, but you seem to have some big fault lines running through them, The wall would basically just fall over. Shuffling those square bricks around or removing them should help a bit
Thanks for the Tip . But i dont understand what you mean .
mettigel: essentially you get these rows of vertical lines very frequently on your texture when its tiled. this is generally something you want to avoid when making bricks.
mettigel: essentially you get these rows of vertical lines very frequently on your texture when its tiled. this is generally something you want to avoid when making bricks.
More DDO experiments. I've been trying to set up some presets, but have been running into a few crashes. Overall though I'm really liking the workflow.
Replies
Haha love that someone else stumbled on this in max. Put up a similar workflow on pg 3 of here :')
Nice additional refinements! I was aiming for a volcanic style/hostile environment when i started but it seems you've managed the less extreme weathering haha.
haha thanks. I think we both may have stumbled across the same tutorial. That's what got me started, after a little experimentation, i saw the possibilities of this workflow .
Put all your seams on crevices when possible. Other than that, I think some people do polypainting but most people just go with textures where the seams won't really be that noticeable anyway.
thread here : link
also figuring out the Orb Crack brush
https://dl.dropboxusercontent.com/u/5301613/zbrush%20assets/Orb_Cracks.ZBP
The trick to using it is to take advantage of it's "dynamic" mode. Meaning, vary up your pressure a lot, so it changes size and intensity. Also, be sure to change your draw size often to give plenty of variety to your cracks. I still don't have that great looking results, but that's what I learned when using it.
http://eat3d.com/free/zbrush_stone
Another contribution from me:
This is a WIP, and I plan to create a full environment and yes far more ROCKS!!
All kinds of rocks, in all their goodness, I'l post some individual renders later.
This is my first experiment with adding some detail in ddo.
Lucas: That's looking pretty cool, man!
I practiced a little and revised a lot on how I was sculpting my stone. Did the first "clean" version, now working on the broken version
Very nice looking Stone !
What Technique do you use for this ?
You can see more photos here https://www.behance.net/gallery/20782115/Rock-Tileable-Texture?share=1
Awesome! Any Tut's for this ?
I sculpt a few of the tiles using a combination of claybuildup, trimsmoothborder, trimdynamic, planar, and orb's brushes. After doing about 8 of em, bring them into maya, rotate them around a bit. Then I use a script to add some minor random rotations, offets, and scaling. I'll doublcheck tiling, then import those back into zbrush and add a bit of unique details to the bricks to make them all look a bit different. I find its way faster to do it this way rather than painstakingly sculpting each one.
To do the damage, I've been experimenting with using surface noise as a mask. I'll store a morph target of the clean version of the brick, then really overdo the damage. From there I'll use the morph brush to bring it back a bit. I've also been experimenting a bit with the 'claypolish' feature to crisp up my edges a bit.
Baked down my maps, then I've been putzing in DDO a bit.
I'll make a nice little image tutorial sometime, but most of what I do has already been explained in much better detail by artists much better than I.
@mettigel
These are looking pretty good, but I think you should offset a few of the bricks horizontally a bit so that the gaps between them don't line up so perfectly.
Thx for sharing!
Ok, thanks for the tip .
Nice shapes in the sculpt there, but you seem to have some big fault lines running through them, The wall would basically just fall over. Shuffling those square bricks around or removing them should help a bit
Ahhh thanks ! :thumbup:
Critiques always welcome!:thumbup:
Some cartoon rocks
More in my thread:
http://www.polycount.com/forum/showthread.php?p=2176263#post2176263