512 per meter is the standard for our tiling textures. Source textures created at 2k It can also vary on the level/scale of assets. For the Horse Chase section in Uncharted 3 our rocks were done at 1k since the majority of the scene is made up entirely of rocks. The rock cliffs are also very large and with our standard 512…
I don't know of any tutorials for painting rocks, but I would suggest starting with a reference picture such as http://www.precious-pebbles.com/images/Gold_Sheen_Obsidian.jpg and the modify that to fit what you want. You may also try adding a difference clouds on high contrast and erase and bit and add a bit to form the…
Hello I have a scan of a rock. Usually the various edges of the rock are not that sharp (happens to all scans to a degree). I would like to "enhance" the edges of the rock so it would be more "sharp", like a proper edge and not as a smoothed edges (due to scan blurrines to a degree). What Zbrush brush should i use for…
Hey everyone, It's been awhile since visiting these forums and it's the first time I'll be contributing anything, in the past it's just been browsing other peoples work and doing the odd bit of mod team recruitment. Anyway, I've just started a games development course at university and one of our classes involves using the…
Lots of ways to do this. Simplest approach: UV them while they are placed together, with a top planar projection, and use a tiled grass texture for the top faces. Edit the top vertex normals of all the pieces to face the same direction, so there are no shading seams when they’re placed together. UV the sides with a tiled…
Happy 4th of July, everyone! Hope all of you have a great day. Here is the update on my project: I created several rocks in Zbrush and textured it in the substance painter. I placed the rocks around the diorama to make it looks like the land was broken into pieces. I added the decal of dirt on the ground around the…
Hi Thechallenger thanks again for your feedback its a big help :smile: Before I red your post I worked on the detailing on the arms but then I played a bit with the hip getting that counter balance. Because of this golem's origins I was planning on making the textures similar to the rocks found in countryside areas around…
I think the texture on the rock is fine, but you need to go back and work out your unwrap job. You're off to a good start but far from a usable asset. I would suggest that you add some smaller rocks, alpha grass, maybe even a small cactus around the base of the rock and cactus to help them blend into whatever scene you put…
[Substance Designer]: Mossy Rocks I wanted to work on something more realistic so here is my take on some mossy rocks. Fully procedural with exposed parameters. Imported in Unreal Engine to play around with vertex painting for moss blending. 100 % Designer, rendered in Marmoset. Artstation post :…