Model the in-game mesh of the skull. Create a tiling texture of bricks, and another of moss, and another of broken bricks. UV the bricks to the skull, then paint blends between the bricks/moss/broken textures. Add specific individual bricks along edges here and there to break up the silhouette, re-using the same…
As often happens with 2D concepts, they don't always translate well to 3D. This is where you have to make decisions that make sense for the asset in question(in a professional setting you would discuss this with the 2D artist) In the case of this skull structure it makes absolutely no sense that the entire thing would be…
Hi! I fell in love with this image for the last week and decided to finally recreate it in 3D. My whole issue is how to go about the skull. How would you guys do it, Model the base skull and individually sculpt in the bricks via alphas in zbrush? If there was a procedural texture put on it I dont believe it would have that…
*Essentially everything Eric Chadwick said, but here's my take anyway: I wouldn't waste time sculpting bricks, stuff like that is way faster to do with materials and you'll get more flexibility that way too. There is so many tut's and freebie substance materials out there for bricks and mossy stone, I'm sure you could get…