Looking for some crits on this, as harsh as possible.I would like to go for crysys-like look for it.
Any tips on how i could sculpt some normals in Mudbox for my rock texture? Right now i got some poor diffuse-converted normals, want something a little bit more stylized for the rocks.
Thanks!
Replies
http://www.philipk.net/tutorials/modular_rocks/modular_rocks.html
What is this in? Is it in an engine? I think you need a focal point, it looks a bit empty atm.
EDIT I saw looked at the thread title again! You should get some vertex painting on the sand, mix it up a little!
http://www.polycount.com/forum/showthread.php?t=62114&page=3 (Edit: Woops, wrong link. Can't find the one I had in mind. but the member above me has a great link too! Sorry!)
Oh, and it's looking good. Just keep at it!
What i would really like to know is how to Sculpt a Normal map for a 1024x1024 Diffuse so that the cracks and bumps in the sculpt will match the ones in the diffuse, (i'm not interested in modelling modular pieces). I guess usually the process goes the other way around, like you sculpt your rocks and then you create the diffuse accordingly, but if i sculpt from my head i get either flat surface, or a bumpy surface but none seem to fit the texture you see above.
SaferDan: the sand is a terrain actor atm, and i already updated its textures just didn't got the time to rebuild the lights.
Thanks!
Thanks!
The objects are inside an Lightmass Importance volume with a Directional light lighting the scene and the lightning was built on medium.
Thanks!!!
- Bigger rock breaks up into smaller rocks etc.
- Breakup cliff-line with rocks and bushes
- Blend rocks with a nice gravelly texture that also blends well with the grass texture.
Thanks anyways!