Hi guys, you ever just spend like 5 hours sculpting something and the results are nice but not quite what you were going for? Yeah having one of those days and I feel like I'm losing it lol I'm trying to sculpt some dry crumply soil, and I'm referring to pictures like this one:
unfortunately I end up with either completely cracked desert sand or just generic ground if that makes sense lol I've tried playing with noise but it's a bit...lacking, I'm not sure how to put it. I did play with the idea of modeling a few crumples of ground and using nanomesh, but that just ended up looking like pebbles scattered everywhere. I'm probably just doing this completely wrong but I'm finding it a bit difficult to do without at least a reference tutorial to look at and see how someone else attempts something similar. What would be a potentially good way to approach this? I've briefly looked into using alphas as a base if I have to resort to mainly have all the bits hand sculpted, does anyone maybe have any alpha/brush recommendations that I could pick up? Any help will be appreciated as I really don't want to resort to cheating and just covering everything in grass!
Replies
For instance, small sticks may be best as geometry and scattered in engine both by algorithm and by hand.
https://80.lv/articles/forest-ground-substance-breakdown/
https://www.youtube.com/watch?v=R1s_H3qAzlk
https://www.youtube.com/watch?v=wlwGm3cW6dM