Another try. Please Note: This is just a quick texture which i crazybumped. Its not sculpted. Nor is there a real scepcular on it. It was just to see what works and what doesnt. Next step would be the sculpt. Now before i start sculpting something similar to that. Whats good what isnt? Or is it a good base as orientation…
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…
Yea seems to be basalt. Did 3 more types. I guess i ll stick to type number 1. Thanks for the feedback. Think i research a bit more into that rocktype and get on sculpting.
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…
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…
Just wondering if the amount of decimation for the rocks is enough considering its size. The whole rock is about 12k tris which isnt a lot. How high would be the pixeldensity be in next gen games? Also before i bake the high poly sculpt is it a good idea to set differnt smoothing groups to get harsher and sharper edges?
I see what you mean. So you mean using the uniquely sculpted rock break it into pieces, uv it... and then use a tilable diffuse/normal/spec for the rock? So just screw the uniqueness in order to have something that would be actually done in a industry workflow? Do i get you right? Iam aware that in a production pipeline…
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…