Some free time ahead - vacation break :hushed: So I have time to build the first assets - from big to small. So I decided to make the rocks first. We plan to do two variations of the big sized rocks and two of the medium ones. This should be enough for this scene. ...and actually it works pretty good. Going now to the…
Hey everybody, I got some time and decides to make a tribute of an old Mega Drive game. This model was based on a character of a game for Mega Drive called Chuck Rock. I decided to change his texture for a skin tone. I think the final result was very cool and funny! :) Lowpoly with 2000 triangles and only a diffuse map of…
this is my second attept to make a seamless texture, Im using krita. Any advice? About the seamless, Im trying to end it first, then use gimp to make it seamless. tried to extend the first rock (upper right) the big one, and modify the others.
Was going to try and make an environment scene and this will probably be the first prop for it. Going to be embedded in rock like it was carved out. Game model is about 1200 faces. Here is the high-poly...
Hi all, I am posting because I am having difficulty creating underwater coral and rock. I was wondering if there are any tutorial on it or free model (to look at) the software I am using is 3ds max.
Did some more fine tuning of the normal / roughness / height maps and some rendering in toolbag with Textures I made only in Substance Designer. Critique to improve appreciated. More Renders and Higher Quality on my Artstation Rock and Foliage Texture : https://www.artstation.com/artwork/vylWA Muddy Texture:…
Hey Polycount, I'm making a cave level and I want to add broken up rock and fragments to strew across my cave floor. Now i created a simulation with RayFire and i got a nice result at the end. The thing is it creates all these animation keys along with it and I just want the final result without the animation. How can i…
NothI don't do much of a character modelling lately , more of environment stuff: walls , rocks , tiling surfaces , etc and use Zbrush more like a manual touch to SDesigner. To fix taste related things. To weed out some obviously procedural looking things like slope blur produced erosion or curvature edge masks. Once…