Looks like the larger rock on the left is suffering from some sort of max height issue or just a really uniform heightmap feature on that part. I'd vary the height and use the scrape brush ( I think that is what it is called ) to cut into the fine edge you have on that rock to match the other rocks. Could probably use the wax brush too.
What kind of terrain would this patch be for? A rocky forest, humid jungle with rocky river beds, or a desert? Think about those things when texturing it and it will come out looking more authentic in the end as well.
I like how you sculpted the intersection between the rock meshes and the ground mesh, helps define the rocks more.
Yeah as RexM said the Uniform thin line running across the left doesn't really fit with the other rocks and looks a little too perfect and man made. Other than that It's pretty good.
Good point, I think there was too much pinch on that area when sculpting. The idea is that this is a dried up waterbed that still has some dampness to it.. so the areas where it would look there is water will have damp yet also dried cracked earth. I'm also going to add some greenery along the rocks.
I am glad to see someone else using mudbox. I felt like I was the only one. Besides that big funky rock, the rest of the stuff looks like I can just pick up a pebble and throw it.
Replies
What kind of terrain would this patch be for? A rocky forest, humid jungle with rocky river beds, or a desert? Think about those things when texturing it and it will come out looking more authentic in the end as well.
I like how you sculpted the intersection between the rock meshes and the ground mesh, helps define the rocks more.