So it's supposed to be veins of gold amidst rock? Gotchya. Well, the rock definitely looks flat. Needs variance reflective of some version of a reasonable geological chronology.
Hey there (again), Like to spend some weekly hours on a horror game with balls? Short and simple version; we're looking for help on our game project Tower22: - Environment concept artist - 3D modeler (Environments + assets) - 2D texture artist (mainly for the environments) - Later on an Animator & GUI Designer, though…
Anybody run across this before? I've got some rock decals on rock geometry. I saved at school went home and opened my scene looking like this. When I move stuff around it just gets worse.
that rock looks cool but there is no color variation between the rocks, and also there only seems to be 3 sizes, big, small and tiny, some more drastic size variation could help it feel more organic.
Added a mud texture on top, changed the colors of the rocks and painted mask painted the rocks coming out of the mud ins substance painter to break the patterns. Screen in substance designer: Screen inside marmoset:
The transition from molten to solid is too abrupt. Use this as ref. See the rock reddens as it gets closer to the lava. also, notice that lava rock is much much darker. http://www.starrylady.com.au/Hawaii/Lava.jpg
[ QUOTE ] Daz, you ended up getting TechSmith's kid that toy? You rock, dude. This is why I love polycount! [/ QUOTE ] yup , Polycount rocks , its nice to be part of a comunity that cares
Sculpted few modular pieces today. Planning to decimate it for low poly. Will be downloading some Megascans rock surfaces and later blending them in substance painter for rock texture.