From what I've read and what I use, I would say mainly some of these:
- Trim Dynamic
- Trim Smooth Border (use this one with alphas)
- Trim Adaptive
- Planar
- ClayTubes (to add extra bumps and whatnot)
Probably some other, but I'd say these are the most common. I mainly use Trim Smooth Border and Trim Adaptive, mixed with some Claytubes here and there. Also add some masks near the end to give it extra detail.
I get some really nice shapes and indents with the regular Clay brush and the heavier Clay brush, but i use a square alpha on them. Also, i like to use the trim dynamic along with the high polish brush. All the faces i got in early where from the planar brush with trim dynamic.
I have seen people make some custom ones to make some cartoony cuts which look awesome, but i have not made one. It would be nice to hear more on how people work here. I have some turnarounds i took of the rock at different stages. Maybe i'll put them up.
I posted this in WAYWO but figured it belonged here among rock enthusiasts.
I got the base shape in Zbrush, retopology it quite low, then went to town in photoshop, used photoshops 3d painting feature to mask all the seams between the UV's.
From what I've read and what I use, I would say mainly some of these:
- Trim Dynamic
- Trim Smooth Border (use this one with alphas)
- Trim Adaptive
- Planar
- ClayTubes (to add extra bumps and whatnot)
Probably some other, but I'd say these are the most common. I mainly use Trim Smooth Border and Trim Adaptive, mixed with some Claytubes here and there. Also add some masks near the end to give it extra detail.
pretty much the same brushes here as-well. I do use height stamps towards the end for micro details and stuff.
Oh right.. you can now paint in 3d mode... how is that working out for you?
In Photoshop CC it's actually pretty good once you get it set up correctly. It makes it so easy to completely negate seams, it just wraps the detail over to the matching UV's. I'd say getting the texel density where the seams are is pretty important to avoid any distortion.
There is some downsides like the camera control being a jerk, but other than that it's fairly manageable.
Painting in 3D on an AMD card is quite painful, I've found it lags pretty hard when applying some brush strokes.
Heya guys! This time I tested decimate in zbrush instead of zRemesher. It was alot more to clean up but the result was better due to more edgy silhouette.
Hi, guys great work as always, these are some of my rocks, I feel I have a lot of the sculpting process cracked but having some issues with the texturing can anyone point me in the right direction?
Noob on the rocks! I'm fairly new to sculpting and what not, learning blender at the moment. Trying to get that stylized, low poly look but seems there is so many ways to go about replicating that look. What method do you guys suggest when it comes to this type of rock?
@Jonas Ronnegard: these are great. How do you get the rocks looking like they are made up of pieces? Are they made of seperate subtools or is it one mesh that you've sculpted the cracks in?
Damn @Jonas Your rocks (and portfolio in general) are absolutely stunning...I have such a long way to go after seeing your rocks..it's not even funny. I'd love to see how you went about making those.
A shotty attempt at the first of many studies I'll be doing. I'm determined to learn how to make these rocks damnit xD
hey - there was a trick to bake kind of a edge highlight map in xnormal. it was a negative or very low ao/cavity setting or something like that. i cant find the source of the info. does anyone know what i mean !? thanks
hey - there was a trick to bake kind of a edge highlight map in xnormal. it was a negative or very low ao/cavity setting or something like that. i cant find the source of the info. does anyone know what i mean !? thanks
You could bake out a curvature map and just extract the blue channel from that. Granted the curvature map is pretty slow and doesn't work well with floaters. I hardly use floaters so the curvature map works great for me in most cases.
I don't know if you're using references or not but IMO the main shape just feels kind of blobby with some pretty decent detailing. If you're using references and the rock actually looks that smooth then just keep going, otherwise I'd really try to get some more defined planes in there. The trim brushes should help you out a lot here.
And this is the new Stone i made out of the one abvoe.
I suggest maybe looking at some reference, your garden should have plenty
The rock needs sections that more are more pronounced, a rock is created from being crushed over centuries and then almost always broken from a bigger piece.
Unless it's a rock from a beach it should never be smooth.
Not the greatest, but practice makes perfect so I'm doing one a day over Christmas.
ZBRUSH
TEXTURES
INGAME
Final Model is only 738 Tri’s. I will be uploading a rock a day but probably wont do it to the extent of this post, maybe one GIF and a ZBrush screenshot next time. I really don’t think people are that interested in the details.
If anyone want's to follow progress or even do it to, that would be awesome. Might actually give me the motivation to stick to it http://jordanmossblog.wordpress.com/
Hey there! after being a longtime lurker around Polycount I decided to post some rocks I recently did. The inspiration for these rocks came from the sharp rocks of Scandinavia. This thread was a major inspiration for these rocks as well and I really enjoy sculpting rocks. Let me know what you all think.
Replies
I get some really nice shapes and indents with the regular Clay brush and the heavier Clay brush, but i use a square alpha on them. Also, i like to use the trim dynamic along with the high polish brush. All the faces i got in early where from the planar brush with trim dynamic.
I have seen people make some custom ones to make some cartoony cuts which look awesome, but i have not made one. It would be nice to hear more on how people work here. I have some turnarounds i took of the rock at different stages. Maybe i'll put them up.
I got the base shape in Zbrush, retopology it quite low, then went to town in photoshop, used photoshops 3d painting feature to mask all the seams between the UV's.
pretty much the same brushes here as-well. I do use height stamps towards the end for micro details and stuff.
badass rocks everyone! love seeing the processes.
In Photoshop CC it's actually pretty good once you get it set up correctly. It makes it so easy to completely negate seams, it just wraps the detail over to the matching UV's. I'd say getting the texel density where the seams are is pretty important to avoid any distortion.
There is some downsides like the camera control being a jerk, but other than that it's fairly manageable.
Painting in 3D on an AMD card is quite painful, I've found it lags pretty hard when applying some brush strokes.
Here's a rock that I created for practicing hand painting realistic stuff:
{IMG][/IMG]
Thanks
*made this ages ago but I really wanted to join in with all the rawks
nope, just good old fashion home-grown ZBrush rawks
Dat is a rawkn rawk man, I rawk yo rawk so much!
Noob on the rocks! I'm fairly new to sculpting and what not, learning blender at the moment. Trying to get that stylized, low poly look but seems there is so many ways to go about replicating that look. What method do you guys suggest when it comes to this type of rock?
some modular rocks
Jonas how did you made a surface noise on those rocks?
Here is my attempt on stone wall:
SB_rock1_13122013 by sprunghunt, on Flickr
I made it late at night using a combination of extrusion and polygroups to get the big forms. Flatten and other brushes were used to refine them.
However I can't figure out how to reproduce the initial effect! It's driving me nuts.
Here is my latest one, nothing special after i saw this cool stuff here. Very inspiring!!
A shotty attempt at the first of many studies I'll be doing. I'm determined to learn how to make these rocks damnit xD
http://www.donaldphan.com/tutorials/xnormal/xnormal_occ.html
I don't know if you're using references or not but IMO the main shape just feels kind of blobby with some pretty decent detailing. If you're using references and the rock actually looks that smooth then just keep going, otherwise I'd really try to get some more defined planes in there. The trim brushes should help you out a lot here.
I suggest maybe looking at some reference, your garden should have plenty
The rock needs sections that more are more pronounced, a rock is created from being crushed over centuries and then almost always broken from a bigger piece.
Unless it's a rock from a beach it should never be smooth.
I wish I could do rocks like that, jesus...
ZBRUSH
TEXTURES
INGAME
Final Model is only 738 Tri’s. I will be uploading a rock a day but probably wont do it to the extent of this post, maybe one GIF and a ZBrush screenshot next time. I really don’t think people are that interested in the details.
If anyone want's to follow progress or even do it to, that would be awesome. Might actually give me the motivation to stick to it
http://jordanmossblog.wordpress.com/
The rest are googled or from CG Textures.