All great brushes that I use a lot.
Also, depending on the rock's structure, I sometimes like to finish the sculpt off with some quick strokes of Crumple.
Trim Adaptive with a square alpha is good for initial shapes too, but be sure to dynamesh a lot.
Gazu, I think they look a little more metallic than wet. The sculpt is phenomenal though. I would love to see the wireframe. Care you share your technique?
I think starting with a very subtle gloss map, then gradually building up might be a good way to start. (Though my advice should be taken with a grain of salt, since I'm still learning.)
I just started this WIP rock. Looking for some feedback to push it a little further. I think I have a good base going, needs more color. I'm always afraid of pushing too much details.
Here there is a crystal I did see how it could look like in marmoset.
It is far from perfection, but I did it thinking about doing a fantasy asset, as the big crystal in Final Fantasy Crystal Chronicle (that after checking, is way more realistic )
Critics are welcome.
Here there is a crystal I did see how it could look like in marmoset.
It is far from perfection, but I did it thinking about doing a fantasy asset, as the big crystal in Final Fantasy Crystal Chronicle (that after checking, is way more realistic )
Critics are welcome.
I'm curious about how you achieved this, what kind of shader/textures are you using? Can you show? It's a really nice affect that I was thinking about trying to do recently!
Just looked over your tutorials and banged this guy out in a few min. I skipped a bit over the minuscule details like the pebbles and detail alphas.
The texturing area was very helpful though, I've always struggled trying to create variation with the rocks I was doing. very helpful thanks.
I think the edges are a bit too sharp. Not entirely sure how to get softer looking edges without going overboard so I've gotta work that out. Maybe beveling the edges?
Awesome thread and some really inspiring stuff here.
Strkl: Those are some sweet looking rocks, would love it if you could give us an insight to your process to making rocks.
I'd never really truly attempted to make rocks before, but this thread has really motivated me to push myself to learn to make sweet rocks. They do, after all, appear in most games and are the cornerstone (pun intended) of our world.
After a bit of research I've gone and attempted to make some rocks.
These are my first two attempts, but I plan on making lots more so that it becomes second nature to me. A rock a day keeps the, errr, doctor away?!
First ever rock:
Second ever rock:
I would really appreciate some crits if anybody is willing
I'm curious about how you achieved this, what kind of shader/textures are you using? Can you show? It's a really nice affect that I was thinking about trying to do recently!
I didn't used anything special: in Z-brush, I used the TrimSmoothBorder brush to sculpt the the main silhouette, then I used the Standard brush with a focal shift very sharp (around -95) trying to do that circular shape you can usually find on glass.
For the texturing part, I just selected some random color values on my normal map to use it as masks to blend different rock textures.
Then I created a curvature map with xNormal, and also use it as a mask, to light up the edges (with this texture then your work will definitely looks cartoon, so avoid it if you want realistic stuff).
The last step was to create a thickness map (still with xNormal) which I tweaked a little, so I can have a nice bright color on the thinest part for the shader.
NB: since the last version (3.18.7 I think) of xNormal, there is a better alternative to the thickness map : now you can export Translucense map, and the result is even better (see how the light interact with the object in front of a window) so using this one seems to be a good idea
@ bakagone I might just be being thick (distinct possiblity in fact) but how did you hook this up in marmoset? I though it only had cutout dither and add as transparency options. Or is this a cheeky emissive ? ^^
@ bakagone I might just be being thick (distinct possiblity in fact) but how did you hook this up in marmoset? I though it only had cutout dither and add as transparency options. Or is this a cheeky emissive ? ^^
It is a property of the skin shader. Which is basically just a sub surface scattering shader. You have a translucency map control in there. It doesn't actually go translucent, but it simulates light scattering in the object.
stevston89haaa yes of course. It acctually works really well considering its primary purpose was skin, not like the ue4 SSS can is pretty useless at anything but skin (it seems).
That, is a nice ass rock. Would love a little breakdown of how you went about that, even if it's just a little text discussion Are you using a z-depth shader for the moss?
Stockwell: Sadly it wasn't that planned out, had a modular rock and a lunch break so had some fun in marmoset 2.
It's just the one modular rock copied around so it's quite noticeable, also the green is only lighting, so yeah I was cheating, promise I'll create something more presentable without cheating at a later date .
Replies
Question:
What are the best Brushes for good stones?
What Brushes you are using guys?
I will try some new rocks soon.
Would like to see some Tutorials for Creating Rocks.
Mine just looking like leather lumps! Q_Q
Also, depending on the rock's structure, I sometimes like to finish the sculpt off with some quick strokes of Crumple.
Trim Adaptive with a square alpha is good for initial shapes too, but be sure to dynamesh a lot.
Also, here you go
https://www.youtube.com/watch?v=g7ZPC9pN8YY
https://www.youtube.com/watch?v=Auk3mKdKEwg
https://www.youtube.com/watch?v=0ClGYZVFXZM
Must find out what Dynamesh is.
The Stones was my really first finished "noob" work in zbrush !
Here are a few stylized ones from me:
Yeah, maybe thats because i don´t know in which scenario i can put them in to.
And i´m not sure how to make a good gloss map.
Now it´s just a brighter Copy of the Specular.
Some Tips how and where to get a nice Gloss from? Q_Q
Gazu
I think starting with a very subtle gloss map, then gradually building up might be a good way to start. (Though my advice should be taken with a grain of salt, since I'm still learning.)
Take a look at this beast, My first somewhat finished rock.
297 tri
1024^2 texture maps
spec, albedo and normals
HHHHHHNNNNNGGGGGG
Share your technique! I must know!
Mari man, its the perfect Rock texturing tool. I want to make a video over the summer showing my workflow.
Please do!
Blog : http://blog.naver.com/wnalstlr777
It is far from perfection, but I did it thinking about doing a fantasy asset, as the big crystal in Final Fantasy Crystal Chronicle (that after checking, is way more realistic )
Critics are welcome.
Really like this one Gazu!
Here are some I made for Watch Dogs !
[IMG][/IMG]
It's almost the same used here^^
The texturing area was very helpful though, I've always struggled trying to create variation with the rocks I was doing. very helpful thanks.
I think the edges are a bit too sharp. Not entirely sure how to get softer looking edges without going overboard so I've gotta work that out. Maybe beveling the edges?
Strkl: Those are some sweet looking rocks, would love it if you could give us an insight to your process to making rocks.
I'd never really truly attempted to make rocks before, but this thread has really motivated me to push myself to learn to make sweet rocks. They do, after all, appear in most games and are the cornerstone (pun intended) of our world.
After a bit of research I've gone and attempted to make some rocks.
These are my first two attempts, but I plan on making lots more so that it becomes second nature to me. A rock a day keeps the, errr, doctor away?!
First ever rock:
Second ever rock:
I would really appreciate some crits if anybody is willing
I didn't used anything special: in Z-brush, I used the TrimSmoothBorder brush to sculpt the the main silhouette, then I used the Standard brush with a focal shift very sharp (around -95) trying to do that circular shape you can usually find on glass.
For the texturing part, I just selected some random color values on my normal map to use it as masks to blend different rock textures.
Then I created a curvature map with xNormal, and also use it as a mask, to light up the edges (with this texture then your work will definitely looks cartoon, so avoid it if you want realistic stuff).
The last step was to create a thickness map (still with xNormal) which I tweaked a little, so I can have a nice bright color on the thinest part for the shader.
NB: since the last version (3.18.7 I think) of xNormal, there is a better alternative to the thickness map : now you can export Translucense map, and the result is even better (see how the light interact with the object in front of a window) so using this one seems to be a good idea
Thanks for sharing this bakagone!
Im interested in this crystal,too.
Looks very cool!
Looking awesome
EDIT: Sorry, i cant read, have to try this.
It is a property of the skin shader. Which is basically just a sub surface scattering shader. You have a translucency map control in there. It doesn't actually go translucent, but it simulates light scattering in the object.
It's just the one modular rock copied around so it's quite noticeable, also the green is only lighting, so yeah I was cheating, promise I'll create something more presentable without cheating at a later date .