Hi guys, I hope someone can help me with this. I've entered the artstation environment challenge and I've come across an issue I'm having. I haven't used Designer much before with bespoke objects, but in this instance I'm creating the Wild West scene and I've created some bespoke rock formations. I've unwrapped these rocks…
I am working on a project that has several fireplaces. In the past, I have just built a mesh object, and put a rock texture on it. The problem with this is that rocks on the corners and in other places dont match up correctly and I can never get things to look right. What I would like to do is to actually build it rock by…
I guess you carry it around with an anti gravity gun? I think a little more reference hunting and the stylizing some of the ref would be ideal. It seems like you kind of free styled and skipped over a few common things that logically should be there. Like handles or loop holes for ropes. What does a chest do? Protects…
Probably because the scripts are dependant on Editable Poly operations and I'm feeding it other things like editable mesh or modifiers that treat meshes like editable mesh instead of poly. It's one of the reasons Editable mesh has never really gone away. Editable poly and Edit Poly(the modifier) are "new" and the core…
So since so many people have been asking about the substance files, I've decided to (finally) upload them for anyone who's interested in the graphs. You can also find the links in my original post. Tried to clean them up a little, hopefully they'll be easy to understand :P Rocky Lagoon Substance Rocky Cliff Substance…
Here's something from the Polycount Wiki I stumbled across recently, I think it'll improve your roofs quite a deal. The settlement currently doesn't make a whole lot of sense: -badly defendable -why such huge buildings? why do people need this and where did they get the resources? -no place to work? is this a trade post?…
Hello there Polycounters! I am having this issue with my displacement maps, I have tried a number of things to fix it but no luck. Hopefully someone on here could help me out? :) First image from Zbrush, looks perfect. The rocks are very sharp and the leg armor has very hard edges. But when I put it into Maya, it looks…
The roots need to be much thicker at the top and then get smaller as they go down. I think overall there are too many strands of root and the rock is something that needs a lot of work. At the moment it doesn't look anything like rock. Look at the model your referencing. The rock has strong block shapes. Where as the rock…
Here is a minor update! Little bit of a lighting change. Got the rocks retopo'd and painted simple colors and minor definition on em. They are no means finished but good enough and ready for a final pass. Thanks for the feedback! Seir, I totally agree with the stalagmites. Those will be the icing on the rock kit. Right now…
"Rock "needs to be holding a huge ass bolder over his head that he uses to crush the other guy. "rock" vs "paper" "rock" moves in to drop the bolder on "paper", "paper" reads one of his scrolls that turns "rock" into a scrawny weakling, the bolder hes holding then drops and he splatters. "rock" vs "scissors" "rock" moves…