I must say that you guys make really nice rocks :thumbup:.
I made a comet / asteroid with a crashed rocket, does that count aswell as a rock? (looks a bit sandy but oh well). Done in mudbox with the default sphere, then baked normals, cavity / ao and painted diffuse.
Slightly off topic. Nice Rock! That shader is pretty cool, how'd you go about it? I'm making a sand scene as well and have found myself doing most of that through texture work. Using a shader is an interesting approach.
Slightly off topic. Nice Rock! That shader is pretty cool, how'd you go about it? I'm making a sand scene as well and have found myself doing most of that through texture work. Using a shader is an interesting approach.
I use a slightly modified snow shader that i found In UDK, However the main change I made is that it uses worldspace UV coordinates for the placement of the sand, so that it can merge with the other models without any jarring seams. http://i.imgur.com/1rbZtiF.png
Modular rock sculpts that will be used to build some mountains/cliffs. These were pretty fun to do and were a good lesson in Zbrush with dynamesh and morphs!
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But i thought the Alpha Detail is a bit too much. So i made a Version with less Alpha Noise.
751 Tris are used.
I made a comet / asteroid with a crashed rocket, does that count aswell as a rock? (looks a bit sandy but oh well). Done in mudbox with the default sphere, then baked normals, cavity / ao and painted diffuse.
Renderd in 3do ?
Thanks, and yeah I should probably go off more reference next time, make it look more natural
And this was from Marmoset, done with Substance Painter
Playing around with tiling cliff textures in zBrush, Having heaps of fun doing it too!
Been also working on Shaders in Unity3d Link to GifV of the sand shader
Critique as always welcome..
It may or may not be a penis, but it's a solid looking rock! Love the angularity of it.
Slightly off topic. Nice Rock! That shader is pretty cool, how'd you go about it? I'm making a sand scene as well and have found myself doing most of that through texture work. Using a shader is an interesting approach.
I use a slightly modified snow shader that i found In UDK, However the main change I made is that it uses worldspace UV coordinates for the placement of the sand, so that it can merge with the other models without any jarring seams. http://i.imgur.com/1rbZtiF.png
Update 11.02:
Working on the Texture :
Here is the high poly sculpt in Zbrush:
And here it is fully rendered:
I'd love to know the exact process you used to generate these!
have a look at this:
http://www.scriptspot.com/3ds-max/scripts/rock-generator
I am going to be writing a tool for Max that will auto-generate these. I'll go into more detail when I finish that.
Jonas why is your asset store only textures? I want to buy that rock mesh god damn it!
Can you at least post a workflow video?
I have automated the process of making these rocks:
Well that's mightily impressive. Care to share the script?
Modular rock sculpts that will be used to build some mountains/cliffs. These were pretty fun to do and were a good lesson in Zbrush with dynamesh and morphs!
Hi there, actually trying to get something like that up, maybe in a month or two.
Its flat. Sculpted wrong. Its looking like blob.
First of all get some references. Then try to sculpt it.
Next step is rich texture. You have just color, maybe AO, + detail normal map. It will not work.
Third, the texture is too dark. I mean, this dark can work, but you have just color on it. Nothing more. Try with birghter one.