Also I'd recommend limiting the head UV to just the head and a little bit of wall, not all that larger yellow area, to maximize the size of the head in your 2nd texture.
Hard to get an idea exactly what you want to do. Do you have any concepts of the intended result? To make the head look like it's carved out of the rock wall, I would make it using two maps. Position the head where you want it, retopo the wall including a separate-able section for the head. Then I'd bake the rockwall using…
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…
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.
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…
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.
Yea that would ve worked if i havent uniquely sculpted every rockwall. It will take some more time than if i just had used a tileable texture but probably adds to the looks of it. If i would do it again i probably would ve gone with tilable rock texture but too late now. Dont want the hours put into the rock sculpt put to…
Cheers. Good to know will give it a try. As for the texturing of the rock i ll just use tilable texture and vertex blend in the shader. After looking into it a bit more it seems to give the best results for a thing like this. Is there a way to create moss, lava or dirt by Zdepth in an UDK shader? Like the snow in Uncharted…
i dont see why not use 2 intersecting meshes, one for the head one for the rocks. The seam will be visible at first, but once you do an ao pass you wont really notice it. It will most likely seem like it was a natural seam. Even if it was carved straight from the rock i imagine there would still be some sort of visible…