Hi I saw this thread on Kotaku. I'm trained as a geologist \ gamer so needless to say I pay very close attention to the rocks that occur in video games to see what you guys notice about them :P. I just thought I would clue you into some visual details that most people walk right by that would increase the realism of some…
model Hey guys! I've been inspired by this thread to make my own geological example. First time trying this in ZBrush! I want to quickly get better, any and all C+C is appreciated!
Now that is a prime example of what you can do when you sculpt a good rock. Excellent work, Prophecies! Could I ask you about your low-poly creation (and uvmap) and baking process?
Bit of rock practice from me. For some reason I can't manage to get that super clean surfaces like Logan5 for example. Anyone got some tip's on that maybe? EDIT: Holy crap Jonas Ronnegard this looks awesome! How did you go about creating those rocks?
I hope someone here could help me as I'm stuck. I've been trying to create this rock in the bottom right corner (where the building is on). http://2.bp.blogspot.com/-9vTRvSZMWIM/UCBrdjoIDNI/AAAAAAAAAUs/7Klc-UVieY8/s1600/indar_highlands.jpg I made a base mesh (with terrain around it) in 3ds max, which I then sculpted in…
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…
Unfortunately I don't really know of a guide or tutorial to link to. I'll probably do one in the future, but in the mean time I'll try and break it down as best as I can. The first thing you should do is sculpt and texture your rock like you always do but just a base. It doesn't need to be perfect with amazing detail or…