Malcolm, that is very nice and I love that it fits right in with the reference image. Very well done. Narticus, I am digging that as well. Nice cohesiveness with the textures, and the angles for the separation in cracks looks really good.
Those little lips and tiny ledges, I'm at a loss with those, what's your best practice when it comes to those?
@Makkon Go to a top view, and use the TrimFront brush. Combined with morphs, this is super juicy. Also, when you use clipbrushes, you can have the brush radius influence the clipping distance, by holding CTROL and Space.
I'm just guessing, but I use the TrimFront to do this kind of rocks, and I love it.
Those little lips and tiny ledges, I'm at a loss with those, what's your best practice when it comes to those?
@Makkon Go to a top view, and use the TrimFront brush. Combined with morphs, this is super juicy. Also, when you use clipbrushes, you can have the brush radius influence the clipping distance, by holding CTROL and Space.
I'm just guessing, but I use the TrimFront to do this kind of rocks, and I love it.
I just use the trim-smooth-border brush on Zsub with a square alpha and the Z intensity set down to around 25. I then just knock in the notches and smooth (let go of shift to maintain volume), then TSB, smooth, TSB, repeat until the geo conforms to the shape im wanting.
Went nearly the same route you did for these, but my results are not nearly as impressive. Used TrimSmoothBorder, Crumple, and DamStandard brushes, decimated, then brought into Substance Painter 2 for baking and textures.
Hey guys just wanted to share my first rock, I sculpted it in zbrush and textured it in substance painter, minor photoshop tweaks. This is the same rock but I textured it twice.
Cheers guys. The base texture is photo sourced, I grabbed one I liked from textures.com, tiled it in photoshop and then put it through substance bitmap 2 material to make a full PBR material out of it. From there I textured it in Substance Painter.
That's really fantastic, man. I think I'll give that a try. Thanks for sharing!
I've been working with mostly procedural smart materials in substance, I'm using Jonas's rock to test as I didn't have any good models of my own on hand.
Tried some alien looking ones along with attempts at more realistic. I need to upgrade to substance 2 for some better presentation
Some really nice results! Are you using substance designer to start the materials or is it all done in painter, I am really loving the colours on a lot of them.
It's all done in painter, I started with Rock Dark Mossy as a base and mutilated it. These materials don't do so hot with purely convex rocks, though, I will need more time to figure it out and make them look good on more meshes.
Did a new speed environment video and will have it uploaded later tonight. Took about 10 hours to make spread over the course of like 2 weeks. I would say like 90% of the video is me sculpting the rocks in zbrush and texturing them in quixel suite. I'll update this post later when it's uploaded. Uncharted 3 inspired desert pass rendered in UE4.
Sure I can do that for the next one, but trim smooth borders is my main brush with a square alpha. I also use some of the damage alphas from this guys 18 rock brush pack. Most of them are a bit too stylized for realistic rocks but there are a few I really, really.
ACH > really cool rock ! I think it looks nicer in the small/thumbnail version. Once zoomed in, I thought the grass overlay on the texture was too much.
I'm continuing my experimentations with rocks and tried a first go at a material using substance painter!
Here's some doodling from tonight : some sort of world-position based bi-planar detail striae texturing projection So, no matter what the rotation of mesh is, the striae detail texture is always projected at a straight angle and doesn't show on faces facing top
I still want to add a procedural noise mask to break the striae pattern here and there but overall I think it looks quite okay. The result will better fit with aride rocks I think however
Replies
Narticus, I am digging that as well. Nice cohesiveness with the textures, and the angles for the separation in cracks looks really good.
highpoly baked on a lowpoly and textured in quixel
Those little lips and tiny ledges, I'm at a loss with those, what's your best practice when it comes to those?
Go to a top view, and use the TrimFront brush. Combined with morphs, this is super juicy.
Also, when you use clipbrushes, you can have the brush radius influence the clipping distance, by holding CTROL and Space.
I'm just guessing, but I use the TrimFront to do this kind of rocks, and I love it.
Went nearly the same route you did for these, but my results are not nearly as impressive. Used TrimSmoothBorder, Crumple, and DamStandard brushes, decimated, then brought into Substance Painter 2 for baking and textures.
model
Edit: Its for a game called stone rage check us out here
Quick gif showing the layers in painter
I've been working with mostly procedural smart materials in substance, I'm using Jonas's rock to test as I didn't have any good models of my own on hand.
Tried some alien looking ones along with attempts at more realistic. I need to upgrade to substance 2 for some better presentation
Critiques needed (It is tibleable Material)
https://www.youtube.com/watch?v=syNTP9c-_ts&feature=youtu.be
What are your main brushes and which alphas do you use?
Working on a Slot Canyon in UE4.
MALCOLM > love that blocky rock! Straight to inspiration folder:)
YONGHEWANG > awesome!
DAZZ3R > cool!
I've started practicing rock sculpting early this week, dayum it's so hard !! I've been struggling a lot, advices are welcome!
cheers
Photoscan of a rock, more shots and a marmoset viewer file here https://www.artstation.com/artwork/3LeYA
I'm continuing my experimentations with rocks and tried a first go at a material using substance painter!
C&C welcome !
Here's some doodling from tonight : some sort of world-position based bi-planar detail striae texturing projection
So, no matter what the rotation of mesh is, the striae detail texture is always projected at a straight angle and doesn't show on faces facing top
I still want to add a procedural noise mask to break the striae pattern here and there but overall I think it looks quite okay. The result will better fit with aride rocks I think however
Mats Effect > Thanks! It's all procedural, done in substance painter