4/22/2023 0 Comments Zbrush rockI think about the bigger picture of what kind of shapes I could potentially build using one single rock asset and plan my sides and details accordingly, while also maintaining a silhouette, decent enough to use the rock on its own.Īs for actual sculpting, I started with a sphere, dynameshed it, scaled it non uniformly, and then used ClipCurve brush to make a rough shape. When it comes to sculpting rocks, I tend to follow the standard methods but keeping modularity in mind for almost every stroke. Also, if we could make a shader that uses tiling textures and still could add in other details, it could save a lot of time and texture memory. I was thinking, if we could address this scaling limitation, we could maybe skip making new assets for ‘size’ variations and focus on making new ‘type’ variations rather. This is not pleasant to look at, so we end up making another bigger rock asset which takes time to make and adds to the number of textures and draw calls. ![]() Making modular rocks can help when instanced and used in-game world, but if we try to push it further by scaling the asset, we will see that the textures are getting stretched and start to look pixelated. I’m thinking about the number of assets, textures, memory, etc. Having so many varying properties, rocks can become troublesome to produce and manage for a game project. They come in various shapes, sizes, forms, colors, physical properties, surface details, etc and they differ based on biomes. Rock assets are one of the most common and necessary items on almost all outdoor levels. ![]() Rock Shader - Quick Pipeline: This started as an experiment. I would like to explain the purpose in detail. I would not start something without having at least an idea of what I want to do and why I want to do it. ![]() I believe the first and most important step for any project of any scale is the "definition of purpose".
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