Hi guys! I'm new to environment modeling and now exploring techniques for modeling cliffs like the one on the picture below.
I attempted to model this as separate stones that was sticked to the terrain in the editor, but it's not even close to what I was going for.
I would like to hear any tips and tricks you use to model this type of cliffs. Thanks!
Here's my attempt:
Replies
If it is a smaller environment then I would treat it like an asset but I would still start out the same way: generate a coastal terrain inside of worldmachine > then import it into Zbrush and manually sculpt adjustments > bake it down > texture etc.
You can also start out inside a modeling program like 3DSMax, first doing some simple plane extrusions and then "Extrude along spline". This is very usefull in production if you already have a "base terrain" but need to add new geological features like this lake. I haven't tried it yet but I bet you get great result if you import your mesh (after "extruding it along a spline" ) inside of worldmachine to get natural erosion.
Environment is quite large and this cliff is just a small part of it.
Haven't tried world machine yet, I'll give it a go. I'll post some pics if I get something reasonable.
Normally I get the base mesh/silhouette in Maya/Max and then move to zbrush for higher detail. World builder can help for sure but normally I try to stay away from it unless its a large scale environment.
It would be really helpful if you could visualize steps of your pipeline (what the model look like in maya, zbrush, world machine, etc).
Also maybe you could advise some games with this type of environment?
Thanks!
http://www.polycount.com/forum/showthread.php?t=122359&page=2
Very helpful, thanks!