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.…
Well it's mostly about the sculpting I guess, make 2/3 rock pieces, take those pieces into the same subtool duplicate and randomly place around pieces, get a good and random modular mesh. turn it into a dynamesh, make some seams between the meshes more normal looking fix things up and make it more random looking. then I…
Damn ! This thread gets sicker everyday, if I was able to see how it will be in 6 months, I'm pretty sure my mind wouldn't handle such an amount of awesomeness :) I've been reworking my process for making rocks out of real models with 123dcatch. The results for my second try were way above expectations ! I changed my…
Jonas: I've started to notice this also. I've also noticed that when I started out and was duplicating the mesh around to make it larger I was also scaling up my brush which would give me larger details but lose that feeling that it is a big piece and I'd basically end up with a rock looking the same size but more dense in…
First decent bigger mesh that i think turned out okay. 15k tris, 4k normal 4k diffuse. WEBM! shitty panorama shitty daylight, not sure whats going on with specular No rock diffuse, just cavity/edge No parts of diffuse are really handmade, it's all just tricks, and it has 3 general layers to it: 1. Rock diffuse: i got about…
yurid9 you will probably be surprised to know the workflow I landed on had almost no sculpting. 1. Model rough shapes in Maya. 2. Chamer all the verts. 3. Chamfer all the verts again with a slightly different setting. 4. Boolean union all shapes together. 5. Decimate the mesh to get some randomness. 6. Boolean difference…