Rocks – Two Ways

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

    Screen Shot 2018-05-15 at 6.17.26 PMScreen Shot 2018-05-15 at 6.46.20 PM

 

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.

Screen Shot 2018-05-16 at 9.03.06 AMScreen Shot 2018-05-16 at 9.03.44 AMScreen Shot 2018-05-16 at 9.03.53 AMScreen Shot 2018-05-16 at 9.04.00 AM

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