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Stylized rock modeling, help me out!

Greetings, Polycount! Been lurking and submerging in the forums for a few weeks now and finally had the guts to start posting. I'm fairly new to the whole game dev/art design/assets scene and wish to get a bit more serious about it. Currently i've been very intrigued in the wonderful world of stylized and handmade art. I'm choosing to start of with rocks since it helps learn the modeling and software basics but feel at a very big loss.

The aim is to learn modeling/sculpting rock assets,structures, and surfaces in the style of Journey and The Witness in order to achieve a workflow for this type of asset creation. This styles offer a comfortable level of difficulty, helps focus on shapes, and offers a fresh, minimalistic aesthetic.
Journey:
journey-game-screenshot-8-b.jpg

Journey-Screenshot-Wallpaper-Scenery.jpg

The Witness:
rocksImg-05.jpg

rocksImg-06.jpg





Now, i'm tackling the task on blender since i'm a bit frightful of them zbrush/sculptris type programs. Here is my attempt at grasping the idea, seems like a pretty good base but not sure if the approach is efficient. The issue is that it looks like simple low poly landscape rather than a stylized concept. I feel i do not have much control over the malleability of things either.

lprocks.png

I'm messing with shapes by stretching and shifting them a bit to then place decimate and bevel modifiers. It seems like a nice direction but i'm pretty sure there are better ways to go about which i'm not very knowledgeable on that can bring more life and freshness into this.

A few things that have me lost would be the creation of materials (shader type, specularity, etc), efficient normal map implementation for this type of work, and whether to jump into sculpting rather than working with edges/vertixes.

Any and all help would be very appreciated, Polycount!

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