From what I've read and what I use, I would say mainly some of these: - Trim Dynamic - Trim Smooth Border (use this one with alphas) - Trim Adaptive - Planar - ClayTubes (to add extra bumps and whatnot) Probably some other, but I'd say these are the most common. I mainly use Trim Smooth Border and Trim Adaptive, mixed with…
I didn't used anything special: in Z-brush, I used the TrimSmoothBorder brush to sculpt the the main silhouette, then I used the Standard brush with a focal shift very sharp (around -95) trying to do that circular shape you can usually find on glass. For the texturing part, I just selected some random color values on my…
Hi Jack, and thanks a lot for that detailed explanation. I think i get the idea, but since i use Quixel Suite, i guess the equivalent is using the dynamasks (not sure you're familliar with QS?), but anyway just to make sure i understand the approach correct (i didn't merge the masks into one texture in this example). Note…
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 :…
Triple post! I feel guilty! :smile: Here's some doodling from tonight : some sort of world-position based bi-planar detail striae texturing projection So, no matter what the rotation of mesh is, the striae detail texture is always projected at a straight angle and doesn't show on faces facing top I still want to add a…
Wow can't wait to try this technique later tonight when I get home. Thanks for sharing I suppose it's relevant to share a method I use for getting PBR color maps Instead of inverting and soft light try this use magic wand or select color on the areas that have shadow play with fuzziness until you get a selection that…
Hi, Me too trying Substance painter on my usual rock sculpt workflow. Here's some rocks meant to be used to detail beach terrains. (hence the orange dusty top and squashed shapes ) [sketchfab]2449461ba3114449b4ca27dac7963748[/sketchfab] Beach Rocks by nizu on Sketchfab EDIT: updated , better aliasing on the "top dust" mask…
Nothing special, really. Mostly following the tutorials posted here. So the process (which I barely modified) is: 1) Start with some basic mesh like a box or cylinder and make it a Dynamesh. Give it some basic shape so it doesn't look like a cylinder. 2) Copy the mesh and place it nearby, changing the shape and everything.…
[SKETCHFAB]159adea17da346ff87ecfc9f3be98ae3[/SKETCHFAB] Here is a rock I made yesterday for my Abandoned Swamp Environment I'm actually really happy with it. Spent some time going through this thread and picked up some good tips. It's sculpted in ZBrush using mainly the Trim Dynamic and Trim Smooth Border brushes. I made a…
@petemc Thanks. Glad you like it. Are those rocks you have there photogrammetry? They look really detailed. @jonas_molgaard There's a couple ways to squeeze out more detail on your rocks. One way is using detail textures to tile over your base mesh. Most modern game engines support it and I use it on all of my rocks in…