Tonight I’ve experimented a bit with materials in Unreal Engine 4. Man, I just love this engine! 🙂
Anyway, I wanted to see if I could add some detail texturing that are projected in world space and only appears on the side of the rocks.
So I sculpted a basic striae typed rock and used that sculpt to create tiling albedo/roughness, ao and normal maps. I then proceeded to a create a bi-planar world texture projection in unreal engine 4 and then blended the results with the base maps of the rock material. The result looks quite good to me, I just need to break the pattern a bit here and there with some procedural noise mask and it’ll be good to go 🙂
I’m continuing my experimentations with rocks. I added one medium/small rock variation and also made 2 rubble/ground transition sculpt (mainly based on the other rocks) and played with materials in Unreal Engine to add a detail normal map/albedo. The roughness might be a bit too low, it’s a bit too shiny I guess.
I also learned to make layered materials and added a snowy/mossy variant just for fun. I’m quite happy with the result so far.
As promised, I’ve continued my experimentations with rocks. I also tried Substance Painter for the first time and I must say I’m quite impressed by this software. It’s really user-friendly and super powerful!
Anyway, I trashed a lot of failed attempts and restarted from scratch several time but I’m quite happy with those 3 so far. I intend to add at least one smaller rock to the pack, maybe a medium one as well and create some material variations.
This week I’ve been experimenting with rocks sculpting in Zbrush. It’s proving to be really difficult but I learned a lot and I think I’m slowly getting the grasp of it.
I will continue this the following weeks, hopefully making a nice and big PBR low-poly rock set to upload to the Unity Asset and Unreal Asset stores!:)
Here is a look at a first serious try after several experimentations. It features one large (6K triangles), one medium (3K) and one small (1.5K) meshes that have been duplicated. It’s rendered in UE4 using only the normal map and AO so it’s not really detailed yet 🙂
It’s been a long time since I wanted to start my own base-mesh library. Those are great to have both in a personal and professional environment to get started on a new project/idea really quickly.
Even for creature sketching, which a lot of time tends to mimics closely real animal or human anatomy, it’s quite fun and fast to take different pieces of different animals and mix them together to create a weird living thing concept!
So here’s a first batch of animal base meshes that I started last week. My goal was to keep them low/mid res (~1K-4K triangles), use edge loops on eyes/ears/mouth/shoulders/hips/tails, forbid use of triangles and keep things as square as possible when possible.
Some of them were rushed a bit, especially some of the heads that are not super realistic but eh, those are base-meshes 🙂