Try to hide them into Cracks, or after painting diffuse, go to ZBrush with it or to 3dcoat, and use something like clone stamp tool on the seams. In ZBrush there is something like painting from Photo, then u can use your diffuse map :thumbup:
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…
Nice rock bakagone :) It's just the brown parts that kinda look like rust. Otherwise, good results for being the first rock in some time! Here's my latest rock. Not a fan of the diffuse which I kinda rushed, and I will go back to the hi-poly and remake it, then go back and remake the diffuse. But for now... It's missing…
Paint over my sculpt? In Zbrush? No. I took grabdocs of different shaders and overlayed them to get a cool base diffuse, then did minor hand painted tweaks in Photoshop.
CMC444 Hey Clint, sure here you go. albedo normal detail normal gloss metalness (solid black) occlusion specular cavity (same as occlusion) diffuse cavity (none)
Here are some rocks I sculpted for a scene I am working on. These are the low poly baked results. Mind the low-resolution diffuse map, it was just for testing purposes. Same rock, mashed together.
Sorry for the quality, I can take a few more soon. I need to lighten the diffuse a bit, and further desaturate it. The shader I am using in Unity handles color overlay, so I can dab the surrounding rock from the terrain for the average color. I will take the sand diffuse back in and do some gradient work with it. I was…
Sure. Unreal Mobile is ass and working in Mobile is generally ass, so we had to turn Spec off most of the time, which in turn made the normals non existent, and the lighting was ass, too so I had to really push the depth of the diffuse a lot.