Two styles of Rock created from the same base assets; one set with a smoother, more stylized look and one set with a more naturalistic rough look.
Creation Process:
- base model rough in Maya
- HPS sculpted in ZBrush, low created using Decimation Master
- procedural material custom made in Substance Painter
- models and HDR materials assembled in UE4














The rocks were showing up very metallic in UE4, so I adjusted the black levels of the metallic map to make them a bit less reflective.
I also wanted to see how the original Low Poly model from Maya would look compared to the decimated geo from ZBrush. I may bring the decimated models into Maya to adjust the vertex normals and improve their appearance in UE4.
I also seem to be losing a lot of the subtleties of the material between Substance Painter and UE4. I’m unsure if it is a lighting issue, or if I should go back into SP and bump up the contrast. I’m going to try tweaking the skybox and see if I get better results.