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
Brilliant! I always see world position used for moss and snow, I've never seen it sideways for something like striae detail! That came out really well, it's gorgeous and functional!
I read through some of your posts in your Last of Us thread about the tileable textures you made. I was just curious what is your work flow for when you create the textures from scratch. Do you sculpt the large forms, make a displacement map, blend the seam in photoshop, then go back to zbrush to add detail, and then keep going back and forth until you are done? That is the best way I have found to do it so far, but was wondering if there is a better way.
Try this BARDLER; Bring up a plane in ZB. Subdivide it to your liking. Choose the brush of your liking. Bring up the Brush pallet, look under curve and change wrapMode to two. Now you'll have a tiling base for your sculpt.
That's pretty much how I do my texture sculpts all the way trough.
Simply genius, never considered this... it's always a wonderful day when you learn something new!
This is my 3D game art Development Project i done in my University. Still in the earlier stage production. The High Poly Sculpt done in Zbrush. Now is moving to 3dsmax for topology purpose. Total is 8 Tileable Rock Cave Wall. And my wall is the mixed of three type of rock, Mine Tunnel Wall, Dank Cave Wall and Dirty Smooth Cliff. Keep track my progress by visit to My Game Art Development Journal Portfolio : https://www.artstation.com/artist/jstanconceptart
Here is another rock I made for Stone Rage, working on a few others like it. Its pretty box shaped on its own but pretty happy with out it looks in engine when you build some larger formations with it.
This is my 3D game art Development Project i done in my University. Still in the earlier stage production. The High Poly Sculpt done in Zbrush. Now is moving to 3dsmax for topology purpose. Total is 8 Tileable Rock Cave Wall. And my wall is the mixed of three type of rock, Mine Tunnel Wall, Dank Cave Wall and Dirty Smooth Cliff. My Game Art Development Journal Portfolio : https://www.artstation.com/artist/jstanconceptart
This is my 3D game art Development Project i done in my University. Still in the earlier stage production. The High Poly Sculpt done in Zbrush. Now is moving to 3dsmax for topology purpose. Total is 8 Tileable Rock Cave Wall. And my wall is the mixed of three type of rock, Mine Tunnel Wall, Dank Cave Wall and Dirty Smooth Cliff. My Game Art Development Journal Portfolio : https://www.artstation.com/artist/jstanconceptart
Rocks, rocks! I've released a tut on how to make that kind of detail on rocks, if you're interested, would you check it out? give me some critique if its not good enough, and any critique in general thank you so much! http://www.unfgames.com/blog//creating-rocks-for-leblank-tutorial
@Jimonions that looks amazing, do you have any sort of workflow you could elaborate on. I have never been able to achieve the look you so awesomely have done here. Great work.
@Jimonions that looks amazing, do you have any sort of workflow you could elaborate on. I have never been able to achieve the look you so awesomely have done here. Great work.
Hello all Amazing work you have here. And here is my 2 cents.
This is my first finished asset ever! And a first Polycount post! Modelling and sculpting done in Blender. Low poly is around 1000 triangles. Albedo texture initially baked in Blender from a tiling photo. Normals, height, occlusion and cavity are baked in XNormal. Cavity was overlayed with albedo to produce edge wear effect, and then a bit of color variation (and quite a bit of sharpness) was added in GIMP. Rendering was done in Unity with Standard shader (specular setup) and no specular map . Critique is VERY 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
Hi Cremuss, nice stuff you got there. Can you post the shader network in higher detail? I'm very interested in trying to generate that myself, but can't make out what nodes you use.
Hi everyone. I wanted to contribute to this awesome thread with some of my own work. Also on my Artstation page there are some more screenshots with a little breakdown and you can view the rocks in 3D. Thanks for looking! My Artstation
Hi everyone. I wanted to contribute to this awesome thread with some of my own work. Also on my Artstation page there are some more screenshots with a little breakdown and you can view the rocks in 3D. Thanks for looking! My Artstation
@Gavin your rocks look good I think you low poly would benefit from not being zremeshed and decimated instead as it makes the rocks read as quite soft round the edges. Also some of the edges of the high poly might benefit from sharpening up a touch as they are quite soft and rounded in places. your low poly also seems quite high with lots of edge loops that could be stripped out. Like your substance painter material!
Replies
Nice rocks BTW. Keep the good works.
Nice rocks BTW. Keep the good works.
Great work all around.
https://www.artstation.com/artist/venomkram
venomkram03@gmail.com
MosesTheCGARtist@Gmail.com
The High Poly Sculpt done in Zbrush. Now is moving to 3dsmax for topology purpose. Total is 8 Tileable Rock Cave Wall. And my wall is the mixed of three type of rock, Mine Tunnel Wall, Dank Cave Wall and Dirty Smooth Cliff.
Keep track my progress by visit to My Game Art Development Journal
Portfolio : https://www.artstation.com/artist/jstanconceptart
Here is another rock I made for Stone Rage, working on a few others like it. Its pretty box shaped on its own but pretty happy with out it looks in engine when you build some larger formations with it.
The High Poly Sculpt done in Zbrush. Now is moving to 3dsmax for topology purpose. Total is 8 Tileable Rock Cave Wall. And my wall is the mixed of three type of rock, Mine Tunnel Wall, Dank Cave Wall and Dirty Smooth Cliff.
My Game Art Development Journal
Portfolio : https://www.artstation.com/artist/jstanconceptart
The High Poly Sculpt done in Zbrush. Now is moving to 3dsmax for topology purpose. Total is 8 Tileable Rock Cave Wall. And my wall is the mixed of three type of rock, Mine Tunnel Wall, Dank Cave Wall and Dirty Smooth Cliff.
My Game Art Development Journal
Portfolio : https://www.artstation.com/artist/jstanconceptart
glowing lava rock
My cleanest rock scan so far.
My Rock renders I made in 3DS Max! (Texture is from textures.com)
do asteroids count? this is an asteroid undergoing some kind of space strip mining operation
A rock I did today
Todays rock
Rendered the stone I posted before
Rocks, rocks!
I've released a tut on how to make that kind of detail on rocks, if you're interested, would you check it out? give me some critique if its not good enough, and any critique in general thank you so much!
http://www.unfgames.com/blog//creating-rocks-for-leblank-tutorial
working on an obsidian dagger
My rock Collection...Zbrush, 3d-Coat substance painter/designer..
If you like the collectio you can get it here
https://gum.co/ocXW
Amazing work you have here.
And here is my 2 cents.
This is my first finished asset ever! And a first Polycount post!
Modelling and sculpting done in Blender. Low poly is around 1000 triangles. Albedo texture initially baked in Blender from a tiling photo.
Normals, height, occlusion and cavity are baked in XNormal.
Cavity was overlayed with albedo to produce edge wear effect, and then a bit of color variation (and quite a bit of sharpness) was added in GIMP.
Rendering was done in Unity with Standard shader (specular setup) and no specular map .
Critique is VERY welcome.
Also on my Artstation page there are some more screenshots with a little breakdown and you can view the rocks in 3D. Thanks for looking! My Artstation
Also on my Artstation page there are some more screenshots with a little breakdown and you can view the rocks in 3D. Thanks for looking! My Artstation
A couple of work in progress shots of zbrush rock sculpts I am doing atm. I have more here
https://www.artstation.com/artist/agd
more wip screens of this sculpted asset
substance and unreal testing