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. 100% Substance Designer, Rendered with Marmoset Artstation Post :…
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…
Hi; I spend a while on searching some caves\rocks\moutains... I want to see how peoples manage the textures ect. Rocks are a hard theme... If you remember that someone did sth like that please post link below. I really want to see well done rocks in game... unfortunately there is lots of crap (example: enviro in mass…
For the lava texture I would try to make it so that the lava and the rocks look like one part. Now it looks like the rock float above the lava. Also the edges of the rock look very jagged/crispy/pixely(ifthatstherightword). Make them more smooth. The second one looks to noisy for my taste. It looks like old paper right…
ok thanks. Actually i`m trying to create a scene with something like 30 very high waterfalls cascading down a rock face that are in the distance. I`ve found i can use a shrinkwrap plugin for maya to snap the waterfalls to the rocks individually. so its not so painful, just have to copy and paste each waterfall and manually…
Your initial photos really look like a city near where my home is... Sperlonga, even if it's not i'm pretty sure it some southern Italy place... They use a really unique kind of paint for buildings which feels like chalk and they are all really really bright white... i know you're trying to break up monotony but the green…
No. I am trying to make a high rocky wall along a road from a laser scan . The object is too big for unique unwrap or would need gazilion UDIMs . So I am doing it as a mix of more or less uniqu big parts + second tilable "detailed" layer. The first layer is usual baked unique texture from a laser scan. With typical hard…
Finished my rocks, changed the color to less of a desert theme. OG i though that I could do a sort of HSV adjustment on the texture in UE4 in real time to change it buuut I couldn't figure out how to do that so I changed the color to a greyish to fit the shapes of the rocks. Made just a couple rock formations but I think…
Hi there ! Very thx for all your comment Maybe I'll try to create a scene with my stuff, but I prefere create little scene. Psserby> Yes I have my portfolio here : misuuu.free.fr Sketch81> Yep , the rocks and plnaks are on a flat plane ! Here some new stuff : Tilling rocks Crystal the both.. And I work on that : all…
Great idea for the fog! This will be my first time touching Zbrush so after a few tutorials on the UI, I'll make a few rocks to scatter around the cave walls to give it a better feel(such as around the opening at the top) and create a tiling rock texture to get rid of the Cgtexture rock. Everything has a lightmap unwrap so…