I loved when "Hank Schrader" barged in! Really awesome idea, whoever posted that ^^
Does anyone make rocks on a modular material base for UDK? I'd like to see how they do that, as I think it is nuts to make a material for each of the rocks in UDK. It would be far better to have one material for all rocks of a kind. I made some volcanic looking (MORDOR!!!) rocks a while back - actually this is just one that is rotated. I'd like to make ten of the kind that only use one (tileable) material in UDK.
I am a student, and recently we have been learning outdoor environments. While doing this our instructor has been wanting us to work on rocks as much as we can. So I figured I would show one of my first attempts, to get crits and any advice. It was rendered using XNormal.
Here are a few rocks I made last week for a school project. Some of my coworkers don't like the "cubic" look I got so I might have to do some more.
We are only using half rocks, so there are 6 but I can combine the rocks in order to make 3 full rocks if I want to. All the 6 rocks are sharing one 1024² diffuse and normal.
It's my first attempt at stylistic rock I'm usually into realistic things but I'm pretty happy with the result so far
Some little rocks
It only use a 256px² Diffuse and Normal, I never thought so many rocks would fit such a small texture :poly121:
@Mr Significant : Thanks a lot man ! Unfortunately it seems that I will have to make another iteration on these rocks, my coworkers don't like the cubic look at all, they want something more like the rocks in this picture just above. I find that a cubic look is a little more "original" ... well, I mean "less common in games" than my second set.
@gutty333 : You should merge the sculpts of your five first rocks as part of a bigger one, it will give you more interesting shapes than your last rocks that are a bit too "blobby"
Hey everyone, these rocks look FANTASTIC, so I thought I'd try my own. I made a space rock. I managed to get a cap of it with the MRGBZGrabber, and then I exported it for a bake, but all of my polypaint data is gone! I'm pretty new to zBrush, so I don't know what happened to it. I just simply exported it from the tool pallet, and I made sure that the paintbrush icon was lit up on the subtool. It even said "Exporting polypaint" at the top while it was saving. If anyone knows how I can get it back, I'd be most delighted. Rock on.
Haha thank you Fwap ! I wish you could argue with them
Anyway we won't change the rocks for a little while so you might see them in an environment soon
@armykillswitch : This rock is amazing ! Your Matcap is making some fancy blue and yellow colors !
I don't know much about ZBrush rocks tutorial ...
I'd say just start by making some really classic and simple rocks (use references) let's say like this one
And when you made a few variation of that rock merge them together to make a bigger rock
I've actually followed that tutorial already and came up with this guy:
It was a lot of fun, and I plan on making more realistic ones in the future. I will try to incorporate Zbrush the next time around. Such a confusing interface though, compared to everything else!
Don't feel like you have to move to ZBrush, especially if you can do better things in other software.
I agree that ZBrush's interface is really disturbing, but I only use 0.1% of ZBrush's features so it's not a big difference for me to sculpt in ZBrush or in Mudbox, you should give it a shot and see if it's the same for you
But I do believe that a ZBrush "power user" who knows most of Zbrush's features can do some crazy stuff in a really short time, shorter than any other sculpting software.
I will probably stick to Mudbox/3d Coat for now for rocks. I guess I should probably just pay for a few good Zbrush tutorials when I feel like I need it. And I totally agree about the Zbrush power user. That software seems to be insanely powerful.
Those are colored. They aren't rocks, they're minerals.
for earth maybe, but on another planet the rock could be all pink and the minerals like you said could be gray. It's a 3D forum you know it doesn't need to be fix in a real planet earth.
Hey guys, I have a question about making the low poly for the rocks. I'd show you images, but I'm doing this at work.
Making the low poly model concerns me. I've tried using Meshlab, and it's given me mixed results (like overlapping geo and other issues), making the meshes unusable without a lot of cleanup. The decimation master in zbrush seems to do better, but I still get somewhat mixed results there too and have to clean it up. How do all of you go about making your low poly models? Especially Sebvhe, that is really impressive!
My other issue is when I bake the normal maps. I get ugly artifacts/triangles in the bake, and I'm not sure if it's what I'm baking in (xnormal), my uvmap, or the LP mesh itself. I've tried creating cages from the low polys too and I get the same results with the ugly artifacts.
What is your process of making the low poly models and baking the maps for getting clean results? For production sake, I'm hoping the process is fairly simple and streamlined.
Also, armykillswitch, that is amazing! Any particular process on getting the details you did with your sculpt?
Replies
Sorry slightly ot, but what's the matcap in this rock. Looks great for sculpting.
Looks like Antique Bronze 2, available here in the Metals tab :- http://pixologic.com/zbrush/downloadcenter/library/
Here are a few rocks I recently finished for practice. Still experimenting with different workflows. Critiques are welcome
I loved when "Hank Schrader" barged in! Really awesome idea, whoever posted that ^^
Does anyone make rocks on a modular material base for UDK? I'd like to see how they do that, as I think it is nuts to make a material for each of the rocks in UDK. It would be far better to have one material for all rocks of a kind. I made some volcanic looking (MORDOR!!!) rocks a while back - actually this is just one that is rotated. I'd like to make ten of the kind that only use one (tileable) material in UDK.
Anyway, here is my lowly rock. Created from choco's tut: http://www.polycount.com/forum/showthread.php?t=98988
My first set of rocks..
Those pieces are great! love the modeling and texture work!
here some of my old'y rocks:
I am a student, and recently we have been learning outdoor environments. While doing this our instructor has been wanting us to work on rocks as much as we can. So I figured I would show one of my first attempts, to get crits and any advice. It was rendered using XNormal.
My humble participation..
This is the same rock copied twice and rotated. I made the rocks to be rotated at any degree and still work together.
There's plenty of tutorials, one of the best I've found is this guy.
Rawk tutorial playlist
We are only using half rocks, so there are 6 but I can combine the rocks in order to make 3 full rocks if I want to. All the 6 rocks are sharing one 1024² diffuse and normal.
It's my first attempt at stylistic rock I'm usually into realistic things but I'm pretty happy with the result so far
These are some rocks I made for a racing game called ARC.
Textures made by Mac Matthiesen.
If you guys are interested, here's our Facebook page:
https://www.facebook.com/DigiPenTeamParagon
It only use a 256px² Diffuse and Normal, I never thought so many rocks would fit such a small texture :poly121:
@Mr Significant : Thanks a lot man ! Unfortunately it seems that I will have to make another iteration on these rocks, my coworkers don't like the cubic look at all, they want something more like the rocks in this picture just above. I find that a cubic look is a little more "original" ... well, I mean "less common in games" than my second set.
@gutty333 : You should merge the sculpts of your five first rocks as part of a bigger one, it will give you more interesting shapes than your last rocks that are a bit too "blobby"
My modular, tileable rocks.
Rocks!
Anyway we won't change the rocks for a little while so you might see them in an environment soon
@armykillswitch : This rock is amazing ! Your Matcap is making some fancy blue and yellow colors !
I don't know much about ZBrush rocks tutorial ...
I'd say just start by making some really classic and simple rocks (use references) let's say like this one
And when you made a few variation of that rock merge them together to make a bigger rock
This tutorial is not using ZBrush, but you can easily achieve the same result with ZBrush, it's by far the best and most complete tuorial I know
[ame="http://www.youtube.com/watch?v=uCtjt1qudfQ"]http://www.youtube.com/watch?v=uCtjt1qudfQ[/ame]
Good luck with that and, rock on :poly124:
I've actually followed that tutorial already and came up with this guy:
It was a lot of fun, and I plan on making more realistic ones in the future. I will try to incorporate Zbrush the next time around. Such a confusing interface though, compared to everything else!
Don't feel like you have to move to ZBrush, especially if you can do better things in other software.
I agree that ZBrush's interface is really disturbing, but I only use 0.1% of ZBrush's features so it's not a big difference for me to sculpt in ZBrush or in Mudbox, you should give it a shot and see if it's the same for you
But I do believe that a ZBrush "power user" who knows most of Zbrush's features can do some crazy stuff in a really short time, shorter than any other sculpting software.
I will probably stick to Mudbox/3d Coat for now for rocks. I guess I should probably just pay for a few good Zbrush tutorials when I feel like I need it. And I totally agree about the Zbrush power user. That software seems to be insanely powerful.
Keep going guys!
for earth maybe, but on another planet the rock could be all pink and the minerals like you said could be gray. It's a 3D forum you know it doesn't need to be fix in a real planet earth.
Screenshots taken with Marmoset Toolbag 2.
Making the low poly model concerns me. I've tried using Meshlab, and it's given me mixed results (like overlapping geo and other issues), making the meshes unusable without a lot of cleanup. The decimation master in zbrush seems to do better, but I still get somewhat mixed results there too and have to clean it up. How do all of you go about making your low poly models? Especially Sebvhe, that is really impressive!
My other issue is when I bake the normal maps. I get ugly artifacts/triangles in the bake, and I'm not sure if it's what I'm baking in (xnormal), my uvmap, or the LP mesh itself. I've tried creating cages from the low polys too and I get the same results with the ugly artifacts.
What is your process of making the low poly models and baking the maps for getting clean results? For production sake, I'm hoping the process is fairly simple and streamlined.
Also, armykillswitch, that is amazing! Any particular process on getting the details you did with your sculpt?
Wow, those are awesome! Do you follow a know technique or follow a tutorial? I would love to see your learning material. Those formations are amazing!
[ame="http://www.youtube.com/watch?v=I2yHEMb1Z8c"]Rock Turntable (Marmoset 2) - YouTube[/ame]
Still gotta fix a bunch of things on the texture that I'm not happy with