Not a bad start. What are you using for reference? Couple things, rocks do no fit perfectly together 100% of the time. Each rock you have made fits perfectly with it's adjacent rocks. I think you need to give the space between the rocks some more depth too. Heres and idea of that I mean: Hope that helps a bit. :)
Well I did by projection in mudbox , But the sources I had where already blurred and low res , I cant find anything bigger as reference and I can't find anything like a Quartzite Egyptian stone texture or material , so I am a bit stuck atm on how to proceede , my initial idea was to work it in zbrush and eventually apply…
Locking tracks on a music game is perfectly valid. Limiting the choice at the beginning of the game allows the player to get comfortable with the tracks and master them, coming to grips with the nuances of the game and feeling like a badass. Injecting new content as they progress allows this cycle to continue, from 'oh…
Great looking scene so far, I like the stylised look of the rocks and their textures, it's refreshing to see moderate and well balanced detail. Also may I say that this scene with grey rocks is not really arid, dusty sandstone rocks maybe, but seeing as it looks great now why not go in totally the opposite direction and…
Well for the rocks i used two main approaches - half of the rocks were made in zbrush and are using baked normal( for the sculpting i used mainly claytubes, trim dynamic, clip curve and some custom alphas i created using Ndo2 form rock photographs), or with tileable rock textures (made again in zbrush and used on low-poly…
Hey guys and gals, Okay, so I'm making a prop... It's a tree on a rock. My mind is just in a mess trying to juggle all the aspects of finishing this. I have a few questions for anyone kind and knowledgeable enough. So, I'd like the tree and rock to be separate meshes so that when I bring into Substance Painter I can match…
Hey Dmellott, thanks for the feedback! Indeed the angle was a tough one. I believe I made a mistake when importing from 3dsmax also as everything seemed a lot more elongated than it did in my 3dsmax viewport (which I think was caused by me not exporting the right units..duh). I think I will have a re-shuffle of things and…
Reason it looks bad is because you can't just slap a rock texture on to a mesh and expect it too look good. Secondly the texture you have chosen does not flow well with the type of rock you are going for, it's more of a cliff material. Find a texture which is more flat and generic, will probably work much better. Secondly,…
Could you post a copy of the rock you are using for reference, and an example of what you are trying to achieve? 2nd - what are you assuming the grout between the rocks made of, other than "black"? Varying the contrast of colors between the grout and the rock would be a good idea. 3rd - The "spikes" at the top of the wall…
@Alberto Thanks! I like it wold be a good idea to increase the rock sizes too, maybe use rocks to show the facial planes? like one/two rocks for the chin, one on the cheek etc... Something like this: @Goraaz, Are you talking about doing that to the model as a whole, or for each indivisual rock? Cheers :) Edit: Think i got…