Hey guys, I've been learning how to make some non-sculpted modular rocks that utilize tiling textures. This is what I have so far (WIP) and not so high quality screenshots. Anything I should improve/remove/add?
Looks pretty sharp. The ambien occlusion shadows adds a sweet tone to it. One thing I can suggest that you can use a fresnel shader for the sand and lower the grain normal intensity. Adding a brighter edge with fresnel will make it look more sand-like.
I understand what you mean. Isn't the bright edge caused by a setting sun casting straight rays at the sand relief? The sand ripples looked like that when I set the sun low in the horizon
They were modeled in 3ds Max (learnt from Autocon's Uncharted 3 posts on polycount). Basically I just poly modeled the macro shapes and sculpted tiling textures in Zbrush/Substance Designer. Not as awesome-looking as sculpted rocks but a lot more efficient performance-wise
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