Here are mine two. I finally managed to create something to looks like rock, and can be used in level. Still crap, but it's best I have ever done in terms of rocks
Aaaaaand... another rock. This time it's just a scan I did with my iPhone to test an app.
No cleanup and no nothing. Just the mesh the app gave me and the texture it automatically baked.
Pretty impressive. Though I definitely enjoy more sculpting the rocks myself, heh.
Okay guys, so I took everyone's advice on making the runic symbols looks less bold, which definitely made the whole model look that much better. I then proceeded to retopo it, bake it and finally texture it inside of ddo. I'm thinking about manually darkening up the runic symbols so they register better, only thing is should I darken them up on the AO map or the Albedo? So here is the final result using 4k textures, all crits welcome .
P.S. I'm probably going to make a thread for this stone runes scene as soon as I complete a few more assets.
Current progress on a modular red rock. I've spent about 2 days sculpting this and I really need some feedback. I want to know if it's worthy for my folio and how much more detail should I cram into this!
How did you texture those? Looks so good. Big ups.
Thank you very much for compliment! My texturing workflow is very basic. I start with different high poly bakes like AO, curvature, masks etc. Then I simply compose rocky surface from several base textures I find at cgtextures. My favorite trick is perhaps to mask different kinds of rocks on different parts of mesh with blend modes. Also, color variation helps to make it look natural.
Hey guys, it's my first post here in the Polycount Forum. There's a lot of good pieces here! I've started making rocks for about 2/3 days in Zbrush and i learned a lot with it! Here are the rocks i've made:
(I'm currently working on the low poly version of the rock in the last image)
Unfortunately your image is really small try to post images that are big enough for good crits.
The sand on your stone looks really solid atm. Have you thought about some minor gradients in it? spots where the sand is faded a bit more?
Sorry for the quality, I can take a few more soon. I need to lighten the diffuse a bit, and further desaturate it. The shader I am using in Unity handles color overlay, so I can dab the surrounding rock from the terrain for the average color.
I will take the sand diffuse back in and do some gradient work with it. I was thinking about making some minor "flows" on some of the more flat, but still sloped parts. That along with some periodic falling sand particle effects comming off a face or two would be a really nice effect (I think).
@ mats effect & L_Straker, Your rocks are beautiful but I think you could make 2 or 3 simpler rocks and merge them together to achieve the results you have now. The difference is that the cracks will look way more natural and easy to emphasize.
Here are a 3 cartoon rocks I made for fun
And those are rocks I just made for my project. I really had to iterate a lot on these since I needed them to be scaled, stretched and reused without noticing the deformation too.
It was really difficult to create something that will look not too generic, so you can clearly see some interesting shapes and silhouettes but not too unique so you cannot notice that I'm only using two rocks hundreds of times.
That's why I decided to only have a macro normalmap and handle all the details in the Shader. I also had to work on getting nice LODs with few tris.
And here is how it looks in UE4. Shader is still wip.
@Sebvhe thanks for your feedback! Yeah I get what you mean. Really like the rock formations in your last two images gave me a good idea of what I should work towards more.
The moss is a nice touch are you doing it though the UE4 material editor or on the texture before importing. I am guessing its generated in UE4 depending on what face of the rock is facing up?
@mats effect : Yes all the albedo is buidl in the shader, for the moment the moss is only a "no brain on top of the rock" thing. It's not that natural at all but already makes the reuse of the rocks less obvious. Next step is to make the whole thing more subtle.
I added two small rocks to have nicer transitions.
Hey thanks a lot ! You're right about the mask, it seems to be the best way to go.
As for the retopo, since rocks are really organic, you only need to focus about silhouette. Usually you can use automatic decimation tools, Decimation Master in ZBrush, Pro Optimizer in Max, Mesh>Optimize in Maya, or use external software such as meshlab. 99% of the time they will even do a better job than doing it by hand. And it's only a matter of seconds.
That's what I figured. I was actually already doing it that way but thought it felt like a quick cheat. Sometimes there are stretched triangles in the end results though.
After the decimation, just drag weld the triangles decimation master produces. In Max, the "optimize" tool under freehand category, will solve the problem in a single shift-drag
Replies
How did you texture those? Looks so good. Big ups.
Here are mine two. I finally managed to create something to looks like rock, and can be used in level. Still crap, but it's best I have ever done in terms of rocks
Pretty good, except those signs which are too bold in my opinion
Still heaps of work to do on the game but the tiles are pretty seemless.
I guess this counts?
It's the same rock even for the small ones. Obviously wouldn't use them like this but for this render I decided to put them there.
No cleanup and no nothing. Just the mesh the app gave me and the texture it automatically baked.
Pretty impressive. Though I definitely enjoy more sculpting the rocks myself, heh.
P.S. I'm probably going to make a thread for this stone runes scene as soon as I complete a few more assets.
Current progress on a modular red rock. I've spent about 2 days sculpting this and I really need some feedback. I want to know if it's worthy for my folio and how much more detail should I cram into this!
HighPoly:
Wireframe:
Unreal 4:
Cry:
Thank you very much for compliment! My texturing workflow is very basic. I start with different high poly bakes like AO, curvature, masks etc. Then I simply compose rocky surface from several base textures I find at cgtextures. My favorite trick is perhaps to mask different kinds of rocks on different parts of mesh with blend modes. Also, color variation helps to make it look natural.
Here are a few from me, just practicing. Around 2k tris each.
Crits appreciated!
(I'm currently working on the low poly version of the rock in the last image)
I'm making a cliff now!
Texture with substance painter
Awesome stuff in here, keep the good art coming!
I made my first Tileable Wall inside Zbrush. Not very good, but i learned a lot.
800 polys, in Unity 4.
I definitely welcome any pointers/constructive criticism.
Unfortunately your image is really small try to post images that are big enough for good crits.
The sand on your stone looks really solid atm. Have you thought about some minor gradients in it? spots where the sand is faded a bit more?
Sorry for the quality, I can take a few more soon. I need to lighten the diffuse a bit, and further desaturate it. The shader I am using in Unity handles color overlay, so I can dab the surrounding rock from the terrain for the average color.
I will take the sand diffuse back in and do some gradient work with it. I was thinking about making some minor "flows" on some of the more flat, but still sloped parts. That along with some periodic falling sand particle effects comming off a face or two would be a really nice effect (I think).
EDIT- Better quality screen.
Here are a 3 cartoon rocks I made for fun
And those are rocks I just made for my project. I really had to iterate a lot on these since I needed them to be scaled, stretched and reused without noticing the deformation too.
It was really difficult to create something that will look not too generic, so you can clearly see some interesting shapes and silhouettes but not too unique so you cannot notice that I'm only using two rocks hundreds of times.
That's why I decided to only have a macro normalmap and handle all the details in the Shader. I also had to work on getting nice LODs with few tris.
And here is how it looks in UE4. Shader is still wip.
The moss is a nice touch are you doing it though the UE4 material editor or on the texture before importing. I am guessing its generated in UE4 depending on what face of the rock is facing up?
I added two small rocks to have nicer transitions.
I have a question for everyone in this thread though. How do you retopo your rocks? Whenever I try doing it, it takes forever.
As for the retopo, since rocks are really organic, you only need to focus about silhouette. Usually you can use automatic decimation tools, Decimation Master in ZBrush, Pro Optimizer in Max, Mesh>Optimize in Maya, or use external software such as meshlab. 99% of the time they will even do a better job than doing it by hand. And it's only a matter of seconds.