Hello again, Currently trying to create several rock formations both small and large. My current workflow with the larger rocks has been simply hand painting them. I'm moving on to the large rock formations now and after some tests it seems that hand painting isn't a good approach for this. A single 2k material still gives…
A quick test of a large rock formation. This one was easy since it doesn't have a backside. So uv mapping is easy. Still quite clueless on what to do when rocks need to visible from all different angles though. Perhaps merging different models together is the key?
I'm currently trying to create some rocks in Cryengine. I've been looking at the default assets from the engine since there are some rather nice looking rocks in there and i think i'm on to something, but i don't know how to recreate it yet. Let me explain: It's a fairly simple shape with a global smoothing group. The…
Let's say i've made my high poly large rock. I then bake it onto a low poly and obtain a normal map. I put my low poly rock in-game, add a random tiling rock texture to it and tile it multiple times until it looks crisp up close. I then add a detail texture to give it large detail. This detail map will be the normal map i…
There are supposed to be 3 pictures. One with the detail map of the rock disabled. It says the image is already in the discussion so i can't add it... Not sure how to fix so i'll just rename it and post it again :).
Most games use a set of uniquely-textured differently-sized rocks. Then just mash them together to make larger layouts. http://wiki.polycount.com/wiki/EnvironmentSculpting#Rock_and_Stone If you have tight memory limits, like with mobile or non-streaming console, then tiling textures are the way to go.…