personally I'd just do a tiling rock texture for the ceiling, you could build the head into the rock mesh and use vertex blending to transition from the tiling rock to the uniquely wrapped head.
since you don't want to use tiling textures for the rocks i'd "just" retopo over head and rocks, project both onto the new mesh and clean up. or leave the meshes seperate, bake them on the low and clean up the seam between face and rock in photoshop.
This is a quick first test just of the normals of the tileable rock texture. It does not look much like rock atm. Is it better for rock to make shapes that are more "connected" with each other and less deep? I tried to keep it small shapes in order to make it look less repetitive. I guess i have to study rock walls a bit…
Iam using unreal engine. Well the rock is not directly on the ground there is a wall beneath so the player cant walk close. You are right its not quite there yet in terms of rock style. Will gather more ref.
Thanks, yea i ll keep that in mind. Anyhow, have done different directions of rocks for testing. After looking into reference i figured there is not "one" type of rock so its depends what mood and feel you aim for. Still not happy with any of them even if its just a texture atm and not sculpted. The problem iam having is…
To get this straight. You would make 2 different meshes. One for the whole rock and one with the head plus a bit of wall which will be both baked separetly? "...Position the head where you want it, retopo the wall including a separate-able section for the head." With position you mean not to merge it with the rock in…
I ran into a problem where i need to merge a seperate head sculpt into a rocksurface in Zbrush without making a big mess. The whole meshes will be part of an Level/Map using the Unreal3 Engine. I got several problems i ran into along the way. 1. PROBLEM - losing detail I sculpted a Rocksurface for my level seperately which…
I don't think the sculpted rock is a waste if you use a tiling texture, you can retopo what you sculpted for the low poly shape and apply the tiling rock to it. If you're just doing this for fun, go ahead and do whatever you want but if it's a portfolio piece I'd be concerned. If you're dead set on not using a tiling…
Thanks man, really appreciated. This method could work if my rock wouldnt be so big i assume. As said above the problem is how big will the map be? A whole map for the whole rock would be extremely blurry at 1024 but could be "rescued" by the tiling detail...i ve to try it out to see what works best