Rock study from the last few nights, resisted the urge to use any normal or specular maps as I'm relying more on a paint pass. simple diffuse created in photoshop from several baked maps and a paint pass that I did in 3Dcoat. cheers, K
I must say that you guys make really nice rocks :thumbup:. I made a comet / asteroid with a crashed rocket, does that count aswell as a rock? (looks a bit sandy but oh well). Done in mudbox with the default sphere, then baked normals, cavity / ao and painted diffuse.
@ken0y - Thanks! Yes I do have a simple tiled stone texture that is just pasted into my diffused map along with AO. But I also ran this model through dDo while I was testing out that tool. So some of the extra details you see came from there.
Finally changed the rocks I made 2 and a half month ago :poly124:. 1264 tris and 1024² Diffuse/Normal (no Spec for the moment) for the 4 meshes. I'll start building the cave tomorrow. @mettigel, I think you can have way less polygons on that rock without any noticeable effect (unless this is a really big rock)
Im quite proud of these two, I made them with no photo resource. I retreived the normal map and AO from a High poly bake. Then I Blended the AO with various colours and stuff with photoshop to achive the diffuse. Pretty low res because these two and another one all share a 1024x They're 114 and 150 polygons Part of a much…
@Jonas Ronnegard: Your rock images are currently my top source for awe-inspiring work that I'm studying to improve my own stuff. I'd love to ask you a couple questions!! 1. Your images have an extraordinary amount of edge clarity! How are you achieving such crisp results in your normal maps? Is that all just baked down…
Here are a few rocks I made last week for a school project. Some of my coworkers don't like the "cubic" look I got so I might have to do some more. We are only using half rocks, so there are 6 but I can combine the rocks in order to make 3 full rocks if I want to. All the 6 rocks are sharing one 1024² diffuse and normal.…
Makkon: Well depending on in witch engine you plan to take it into you could always use a tiling normal or diffuse map to make up for the loss of resolution. Steppan: Well there is a lot of methods, and I'm pretty sure there is a lot better one's then the one i'm using, so never stop searching for other ways. and yes its…
Some little rocks :) It only use a 256px² Diffuse and Normal, I never thought so many rocks would fit such a small texture :poly121: @Mr Significant : Thanks a lot man ! Unfortunately it seems that I will have to make another iteration on these rocks, my coworkers don't like the cubic look at all, they want something more…
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 :…