This is my 3D game art Development Project i done in my University. Still in the earlier stage production. The High Poly Sculpt done in Zbrush. Now is moving to 3dsmax for topology purpose. Total is 8 Tileable Rock Cave Wall. And my wall is the mixed of three type of rock, Mine Tunnel Wall, Dank Cave Wall and Dirty Smooth…
I couldn't find it on google, so I just uploaded it on dropbox. Here you go, man. https://dl.dropboxusercontent.com/u/5301613/zbrush%20assets/Orb_Cracks.ZBP The trick to using it is to take advantage of it's "dynamic" mode. Meaning, vary up your pressure a lot, so it changes size and intensity. Also, be sure to change your…
I was inspired by Crazyeyes idea of using 123DCatch to scan real rocks. I used the scanned rock as high poly and baked it on a decimated low poly rock. I tweaked the texture (which is based on the photographs) in Photoshop in order to remove shadows and get the whole thing PBR in marmoset. I'm happy with the result, at…
Hi, the workflow is similar to what naughty dog's guys explained in the "Vertex" bible, or behrooz roozbeh on the zbrush central's uncharted 2 thread, plus a lot of tries ^^ For more info, and a really useful and in depth incredible tutorial, check these videos from bradford smith :…
narticus: I think I can take a shot of that when I get back to work on monday. Autocon: Yeah I know exactly what you mean, that mesh was a bit harder to use as it was all most a perfect cube, and I was probably a bit too into it so didn't think it looked that weird until later on, which is kinda why I made a new one haha,…
Hey rogeli I read through some of your posts in your Last of Us thread about the tileable textures you made. I was just curious what is your work flow for when you create the textures from scratch. Do you sculpt the large forms, make a displacement map, blend the seam in photoshop, then go back to zbrush to add detail, and…
Hi! I'm glad to show rock creation technique with UDM Unified Detail Mapping (UDM) in this particular case is used to obtain large shapes when viewed from a distance. Since the close up detail is provided in the regular tiled textures, with the UDM map we show great details after baking highpoly from ZBrush. At…
Contak - for my rock you can check this out for my UV layout and texture breakdown: http://clarkcoots.com/images/largeRock.jpg since the rock is basically a Rectangular Prism the UVs are just cut along opposite long edges, and then the top and bottom are separated. Normals are derived from high poly sculpt in Zbrush…
Hey everyone, these rocks look FANTASTIC, so I thought I'd try my own. I made a space rock. I managed to get a cap of it with the MRGBZGrabber, and then I exported it for a bake, but all of my polypaint data is gone! I'm pretty new to zBrush, so I don't know what happened to it. I just simply exported it from the tool…
@Fewes, I have had trouble making "feature-less" rocks, but recently I've been finding my sculpts look alot better and rockier/easier to make by making multiple subobjects/subtools of basic rock shapes, scaling/rotating/positioning them together in zbrush until there's some interesting forms happening, and then dynameshing…