Bigger size
thx. for the crits/comments in the WIP thread, now I call it finished. I am going to use this rock at a midpoint of map (which is in the make) as a sort of "meeting place" or "central" - object.
1085 triangles & 1024^2 maps (diff/spec/norm) help to look like it looks. Textures where built using photos which I took on a mountain trip about 1,5 years ago.
Wireframe |
Textures (scaled to 512)
I like it how he turned out, the texture is maybe a bit lacking of different sections/colors but because of the highpoly detail with its variations I left it like it is.
Let me know what you think
Replies
Otherwise, it's pretty cool looking
oh, and about the world and the base: the world uses foilage (style is on the beautifull/not wasteland - side) and the rock will get some of this stuff around the base so that it blends nicely with the world. so such things are planed to be made within the map editor.
Did you bake some Gi from the highply version to the low? Some more Gi would immo make it look better.
*Great piece xydsf! It's looking fantastic. I'd love to see this in an engine.
360° Turnaround
&boobs:
the local (male) citizens like it very much. they say that its perfect for a "meeting place" - rock, they say the place feels much warmer now. only the female citizens are no more seen at this place. someone said they are working at there own "meeting place" - rock, much higher and thinner, base also includes 2 round forms...
not fully shure what you mean, guess you ask for what programm i used.
Programms: XSI/Zbr/Photoshop
Something special for Zbr: smoothing brush curve I changed to this (acts then nearly like a flatten brush)
normalmap was built with zmapper from the basemesh(was my lowest subdiv. level in zbr) to its highest subdiv level.
I hardly ever use any curved brushes these days.
Nice rock!
chalk writings, to add realism. to add human presence.
How did you create the diffuse map? (specular and normal are baked from a hipoly model, aren't they?) I need to texture a low-poly limestone cliff for a game but I am new to photoshop... any general ideas to suggest?
As a general guide I suggest to start with general planes (dont start from a round/carved/smoothed... base) of the stone/rock/cliff. They should work all pretty good together, then start with things like transitions between planes or crevices.
Best trick is I guess go out and search for stones (small ones, depends on your physical condition..). These small ones usually represent shapes from the rock/cliff or whatever they broke out off. I have done that. You could further also take photos of them and use them as the texture.
(although I have been searching for this nice layered limestone cliff texture for quite a while and haven't found almost anything. I suppose I'll have to find one in IRL
But how come that there are no visible seams on the rock? Or are they just not so disturbingly noticeable?
& the simple theory would be:
(dont forget to get some small stones that you can turn in your hand)
planes - start with very rough planes:
try to get somedirection/caracter... in that planes, like on my rock one caracteristic would be that some planes point somewhere to the top (or maybe I see something like a hand..). the remaining steps are carving some random sub-planes into those planes who sharpen your caracteristic or just do not dirturb it.
Are these sub-planes created in Max or is it some mudbox-thing?
keep it up!