@Hoshi : Cool, yes i see now. There's some fine detail sculpted (which helps breaking up any bump texture repetition) But also slope blur and tasselation mean you used Designer not (just) Painter (..so the more procedural way)
Mine is just painter..quick tweaking of existing smart materials, but i was planning to try the same in Designer too (and verify some stuff that seems limited in painter.. like also, better/smoother cavity and resolution of 'generators' )
Yeah I was using Designer, since it's what my team uses. Definitely try it It's really fun to mess around with the nodes and try tons of looks in no time.
***Sadly Artstation decided to delete all spotlight'ish accounts so link is dead, I'll showcase art on my Facebook page instead - https://www.facebook.com/JonasDigitalArt***
Created an artstation artist spotlight page for artist created rocks using my zbrush brushes,
so lot's of rocks coming I'm hoping.
So much amazing inspiration in this thread. As an aspiring environment artist, you guys have given me a lot to strive for.
Here is the third rock I've created in ZBrush, images are the low poly that sits around 1500 tris with just the normal on it so far. Currently working on baking the rest of the maps then I'll be off to texturing.
I love your lighting setup. It really makes the details of the rock to show off.
Just a quick rendering tip for marmoset. Hit the spacebar to get rid of the sidebars. Also it's a good idea to go up to capture and do a 4k capture. Then you can downres to get some nice anti-aliasing.
That said, if you wanted the sides visible then ignore my previous comment.
Awesome rocks. Did you used only the dDO do make the textures based on pictures or you used a sculpting program to bake the shape into texture?
Thanks Eos, it's actually just the default 3d Viewer for NDO/DDO and I just cropped a few of the screenshots together. It's been a fairly good substitute until I can pick up Marmoset.
hey guys Im back with more renders of my low poly rocks n MT2! hope you like them!
let me know what you think!
you can see more with the marmoset viewer here:
hey guys Im back with more renders of my low poly rocks n MT2! hope you like them!
let me know what you think!
you can see more with the marmoset viewer here:
Just started learning rocks, it looks like a penis, but it's alllll good, because I can start again and never think about it until like 5 years downt he line when eating Spaghetti
(Moderator edit: I fixed the image for you. We don't use BBCode tags here, like [IMG]. Just use the Attach Image/File button and paste the full image URL. More info here)
(Moderator edit: I fixed the image for you. We don't use BBCode tags here, like [IMG]. Just use the Attach Image/File button and paste the full image URL. More info here)
You could go back and look at those striation splits, see how they work in real rocks. Firstly; they're super regular, almost measured out. They're amost all the same width, and all merely cracks. Real rocks like this have shelves and undercuts where chunks have been knocked off. Cracks don't necessarily split all the way round either. Looking at the rock, perhaps it would be more sensible if the striations went top to bottom, with the plane of the cuts facing the the right of the image on the left because the geo of the rock kinda backs it up. Other than the striations it's looking good but when you get on top of them, it'll look great.
Hi! I'm new to polycount. Here is my last work tileable texture for Stone Wall/Floor. Any criticism are highly appreciated! P.S. Made with ZBrush from ground up. Unity In-engine render.
My first rocks and Zbrush sculpts, textured with Quixel 2. They are a little too smooth looking for my liking, but I guess they could pass as those smooth rocks you find at the beach?
I used a simple box as a base which I then fractured into chunks with PhysX Destruction and then picked the best locking chunks and arranged them to this rock formation and then sculpted mostly just the details in the Zbrush.
This is how it looks in the game in UE4, still not sure how to handle the lines for the edges:
Hey guys. I recently tested some rocks I've done in UE4. The idea was to target mobile or low poly platforms. Three unique rocks were created by taking into account each side as having a sort of personality, so to create nice modular structures just by using those three rocks.
1) This is the Zbrush highpoly which I decimate and bring into 3DS Max to set smoothing groups.
2) I've done the same for two other unique rocks
3) I create a 2 way blended material in UE4 by hand-painting two sets of 2k textures.
4) Finally I can use the decimated rocks (2k each), combine them and trying to take advantage of the modularity and vertex blending in order to get some cool structures.
Hey I started working on texturing my rock this weekend, basically finished up tonight. Still need to fix a couple things in the texture. Pretty happy with the modelling technique, would use this technique moving forward for any rocks I make. Added slime and scunge to the material, I think it looks more interesting. 3000 verts and 4k texture. At the bottom is the material reference I was losely using while texturing.
I used a simple box as a base which I then fractured into chunks with PhysX Destruction and then picked the best locking chunks and arranged them to this rock formation and then sculpted mostly just the details in the Zbrush.
This is how it looks in the game in UE4, still not sure how to handle the lines for the edges:
The stylized rendering in this is phenomenal and I want to know more about it.
CMC444 Hey Clint, sure here you go. albedo normal detail normal gloss metalness (solid black) occlusion specular cavity (same as occlusion) diffuse cavity (none)
I used a simple box as a base which I then fractured into chunks with PhysX Destruction and then picked the best locking chunks and arranged them to this rock formation and then sculpted mostly just the details in the Zbrush.
This is how it looks in the game in UE4, still not sure how to handle the lines for the edges:
The stylized rendering in this is phenomenal and I want to know more about it.
Replies
Mine is just painter..quick tweaking of existing smart materials, but i was planning to try the same in Designer too (and verify some stuff that seems limited in painter.. like also, better/smoother cavity and resolution of 'generators' )
[ame]https://www.youtube.com/watch?v=LtuKo2Tp1V0[/ame]
Created an artstation artist spotlight page for artist created rocks using my zbrush brushes,
so lot's of rocks coming I'm hoping.
https://www.artstation.com/artist/zbrush-brushes
Awesome rocks. Did you used only the dDO do make the textures based on pictures or you used a sculpting program to bake the shape into texture?
I love your lighting setup. It really makes the details of the rock to show off.
were used with brushes created by Jonas Jonas Ronnegard
more of my work here: https://www.artstation.com/artwork/rock-test-wip-marmoset-2
Just a quick rendering tip for marmoset. Hit the spacebar to get rid of the sidebars. Also it's a good idea to go up to capture and do a 4k capture. Then you can downres to get some nice anti-aliasing.
That said, if you wanted the sides visible then ignore my previous comment.
Link on work process theread.
http://www.polycount.com/forum/showthread.php?p=2363762#post2363762
Want to get big and medium details...
Need Critics.
oh, who thinks what? (c&c) about deez roks:
(soon to be rock pavement tiles; mudbox default ao/cav screencap)
Thanks Eos, it's actually just the default 3d Viewer for NDO/DDO and I just cropped a few of the screenshots together. It's been a fairly good substitute until I can pick up Marmoset.
[SKETCHFAB]57ef233354134375be586bdbb78ae7db[/SKETCHFAB]
UE4 screencap/default skylight with some basic shader setup (testing)
however it's not as good as I hoped for, so back to the drawing board!
let me know what you think!
you can see more with the marmoset viewer here:
https://www.artstation.com/artist/pierrebenjamin
and
https://www.artstation.com/artwork/dLR6W
brushed from Jonas Ronnegard were used for these too by the way!
I'd be curious to see it in action
more here:
https://www.artstation.com/artwork/Qx6n4
http://https//www.facebook.com/artofpierrebenjamin
Viewer: https://www.artstation.com/artwork/6vENn
Stones are small rocks, right? Here is some gravel -
Tried a real quick new workflow from 3Ds max to Zbrush.
hope you like it,
comments and thoughts appreciated
(Moderator edit: I fixed the image for you. We don't use BBCode tags here, like [IMG]. Just use the Attach Image/File button and paste the full image URL. More info here)
Firstly; they're super regular, almost measured out. They're amost all the same width, and all merely cracks. Real rocks like this have shelves and undercuts where chunks have been knocked off. Cracks don't necessarily split all the way round either.
Looking at the rock, perhaps it would be more sensible if the striations went top to bottom, with the plane of the cuts facing the the right of the image on the left because the geo of the rock kinda backs it up.
Other than the striations it's looking good but when you get on top of them, it'll look great.
And i cant go above 800k in zbrush, my graphic card is very low end..
P.S. Made with ZBrush from ground up. Unity In-engine render.
I used a simple box as a base which I then fractured into chunks with PhysX Destruction and then picked the best locking chunks and arranged them to this rock formation and then sculpted mostly just the details in the Zbrush.
This is how it looks in the game in UE4, still not sure how to handle the lines for the edges:
I recently tested some rocks I've done in UE4.
The idea was to target mobile or low poly platforms.
Three unique rocks were created by taking into account each side as having a sort of personality, so to create nice modular structures just by using those three rocks.
1) This is the Zbrush highpoly which I decimate and bring into 3DS Max to set smoothing groups.
2) I've done the same for two other unique rocks
3) I create a 2 way blended material in UE4 by hand-painting two sets of 2k textures.
4) Finally I can use the decimated rocks (2k each), combine them and trying to take advantage of the modularity and vertex blending in order to get some cool structures.
Hope you enjoy the work guys.
model
Hey Clint, sure here you go.
albedo
normal
detail normal
gloss
metalness (solid black)
occlusion
specular cavity (same as occlusion)
diffuse cavity (none)
Video of my sculpt
https://youtu.be/3xD4W7WCxYo
this my worke
https://www.artstation.com/artwork/gPdDK
http://https//www.artstation.com/artwork/VLBmn
http://https//www.artstation.com/artwork/k2G90
http://https//www.artstation.com/artwork/9yE4v
http://https//www.artstation.com/artwork/EwN5e
I want to try more
nice render