@Makkon There is some sweet sculpting going on here! Nice job! I do miss sculpting that kind of things now that I'm mostly doing photogrammetry, you really make me want to go back to it
Speaking of which, it might be relevant to show my latest photogrammetry rocks here. I also made a materials that allows to tile my textures and get rid of any UV seams. Basically making sculpting and baking obsolete >:) Just make a rough shape unwrap it and you are good to go!
My first attempt at doing some Photogrammetry work. This is a large rock that sits up on a cliff above Seal Cove in Moss Beach, California. Tons to still learn but it is fun and definitely has potential to be something I use now as a tool. The following link will take you to Marmoset Viewer where you can check it out in more detail; http://telekineticfrog.com/ROCK02/ROCK02.html
I've always wondered, how do people bake such perfect normal maps near those cracks and crevices? I've taken a look at your other work that you have in the marmoset viewer, and I see that you add those details into your retopo; doesn't that make it harder to bake? or am I missing something? I can only assume that you use a cage bake or something? I'm still a newbie at normal map baking, so I'm not really sure what works and doesn't just the basic "average projection mesh" and "explicit normal mesh"?
Anyone of you who have experience tell me? how you get near perfect bakes even with those tiny form details? Also I'm not quite sure on rocks since they are mostly organic, do you use a single smoothing group? or add edge splits?
A larger rock than I'd usually scan and in pretty unfriendly conditions for photogrammetry! Good test subject for the Unity experimental De-Lighter though, more about that here
Hello! This thread gave me some good inspiration over time when I had to work on some rocks. Right now I have something to share with. Hope You like it
Hello everyone, I wanted to try my hand at rocks too as my current university project requires it! I am currently amazed at the rocks being generated here and hope to attain this level of quality somehow, below are my current rocks at the moment!
Here's a quick test scene I built using a stylized rock I just made. It's pretty huge (tiny pawn in the second shot is 6ft tall) because this is intended for forming large cliff sides, but I'm considering splitting it in half to get some texel density back and get a little more reusability.
3.2k tris. I packed the curvature, thickness and AO map into a
single RGB texture which gives me some nice flexibility to tweak the appearance in
Unreal.
I tried to make all the fractures look convincing but I feel like I need a lot of practice. Not really happy with how "mushy" some of the cracks look; I still want them to look deeper and sharper, so I might revisit the sculpt. Feedback would be much appreciated!
Just wrapped up this rock set I've been at for quite some time now =D
Very nice! They've got a great balance between looking stylized but also nicely detailed. I'd imagine it would be fairly easy to modify the material slightly and turn these into photorealistic rocks.
Just wrapped up this rock set I've been at for quite some time now =D
Very nice! They've got a great balance between looking stylized but also nicely detailed. I'd imagine it would be fairly easy to modify the material slightly and turn these into photorealistic rocks.
Thank you! And yes, changing the detail materials changes the look and
feel completely. It's possible to go the other way as well, and it will
look closer to say, Overwatch
Replies
Speaking of which, it might be relevant to show my latest photogrammetry rocks here. I also made a materials that allows to tile my textures and get rid of any UV seams. Basically making sculpting and baking obsolete >:) Just make a rough shape unwrap it and you are good to go!
Higher res images here: https://www.artstation.com/artwork/Dyl2A
Bonus giffage here: https://petemcnally.com/2017/06/23/doagh/
Anyone of you who have experience tell me? how you get near perfect bakes even with those tiny form details? Also I'm not quite sure on rocks since they are mostly organic, do you use a single smoothing group? or add edge splits?
model
You can find more on my artstation: https://www.artstation.com/artwork/ZWrJw
https://www.youtube.com/watch?v=hWdedk4O0dk <- and there is some flying wild marmoset render of this rock
https://www.artstation.com/artwork/4VY2Y <- here You can find marmoset viewer fot that rock
And some canyon looking like one: (this one could use some rendering from marmoset ^^ )
You can find more images here
Rock Rock
Stylized rock I created last year but recently shared online.
More images available here
Some modular rocks I created for PUBG, more images over at artstation
https://www.artstation.com/artwork/xVOPr
You can find more informations on my Artstation page: https://www.artstation.com/artwork/WnnZD
model
Cliff Rocks https://www.artstation.com/artwork/0xDoK
Medium Rocks https://www.artstation.com/artwork/mGdDZ
Pillar Rocks https://www.artstation.com/artwork/l2aNV
Plate Rocks https://www.artstation.com/artwork/nzBZ9
im startin to get the hang of this rawk thing
workin more on rawk
https://www.artstation.com/artwork/LY1zA
Check out the higher res versions here: https://www.artstation.com/artwork/xGovX
model
https://www.artstation.com/artwork/qALanN
More shots including sculpts can be found here https://www.artstation.com/artwork/g2YyDE
Thanks!
Thank you! And yes, changing the detail materials changes the look and feel completely. It's possible to go the other way as well, and it will look closer to say, Overwatch
Hi! I'm glad to show rock creation technique with UDM
Unified Detail Mapping (UDM) in this particular case is used to obtain large shapes when viewed from a distance.
Since the close up detail is provided in the regular tiled textures, with the UDM map we show great details after baking highpoly from ZBrush.
At Shatterline, we used this method to create large cliffs, rocks, trees, etc.
For the rock and moss tile materials, I used scanned textures from our library with polished in Photoshop.
https://www.artstation.com/artwork/14P6r2