Rocks again
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Looks cool. Maybe some lonely tree or bush to give scale.
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Very nice work again mate! You really do have this rock making nailed, all the results I've seen from you are some of if not THE best.
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great work michaliszissiou!! is there any chance to share that beautifull rock?
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Thanks sid, teofas, Richard
This "rock making nailed" I haven't so far. Something is missing. A more simple structure maybe. Its like abstract art.
What I have in mind is a set of simple rocks that anybody can use like a puzzle. As these models have a decent UV structure you can use any seamless square texture you like. No visible seams and no tex stretching. This "miracle" from UVmaster zbrush plugin. -
Mate it is looking very much like some rock in our local area, the centre arete' in fact looks much like a section of rock I put a route up a few years back "I'd rather be dead than red"!
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Beautiful rock formation and render Michalis.
Along the lines of Sepo's comment that maybe a tree or bush might add scale, I wondered about a cliff diver. I hope you don't mind that I quickly tried adding one in to test the idea. Although it messes up the fine composition of your image I think a diver would work in establishing scale.
Regards, Ross
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Dreaming island
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Really nice rock, Michalis!
You mentioned you rendered it in Sketchup with Podium, right? How did you import the textured model back to Sketchup?
Have a great day!
_KN
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@richard: another reason to visit terra incognita
@ross macintosh, thanks, diver is a good idea but not the right scale I'm afraid. Here's my version, I'm not sure he'll survive
@Pilou Merci Pilou
@ken thanks, imported as 3ds, use any app you like. Just have in mind to name the textures with less than eight letters! and have them in same dir with the ***.3ds file. Unfortunately 64k tris is the limit for a single mesh. Blender for example exports a very clean 3ds and never had a problem. In fact SU can handle these models easier than some of its own. I have a theory on this but I'm not sure. Bad topology leads to messed UVs...
http://www.sketchupartists.org/tutorials/blender-to-sketchup-a-workaround-for-texturing-organic-shapes/
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Great work Michalis.
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@michaliszissiou said:
In fact SU can handle these models easier than some of its own. I have a theory on this but I'm not sure. Bad topology leads to messed UVs...
Hmmm? Now that's something interesting!
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OK, you have permissions to use this Low poly rock as you wish. Have fun.
I made some improvement on textures, I baked some AO. Lo-poly rocks aren't easy.
@richard
Multiply it as many times, rotate resize etc, do some scene and notice the performance of SU.
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Wow mate I think your theory might well have some strong basis! Over 100 copies all over the place and all still nearly fine while naving!
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WOW, is these my rocks?
Thanks teofilo. Sprays are too much for this calm water, they should look more as a line, you know.
@Richard: 100 copies? wow. I may be right, I really don't know, just noticed this. The use of 1024x1024 tex does help here. A 2048x2048 is heavier but 4096 ? . Square textures you see. It helps too.Update for kerky and thea lovers
Use this map as "tangent normal map", you all know how, don't you? Please NEVER convert it to B&W bump, it doesn't work like this.
Update#2
If you like to use displacement here's the map. Its not working as a bump!
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Cool stuff as always mate.
Quick render with tree
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Another Gaudi style
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@pete: how did this tree grow up there? LOL
Nice render, you could use some displacement on the rock.
@pilou: it looks good, its too small. The only way to hack texture is from edit texture palette due to UVs. These particular UVs aren't seamless though, lot of islands. Zbrush - UVmaster plugin can produce a one island non-stretching almost seamless UV map. I didn't use it here trying to avoid a 2048x2048 map. Uvs using 3DCoat here as sculpture, topology and tex painting. -
Some improvement in rocks modeling, I suppose so.
No pp, conversion from hdr to jpg only. A raw podium v2 export 1.30 min.
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beautiful scene ross !!! Similar ideas here LOL
You need a higher definition model though, and a 2048x2048 version of the rock texture. I'm thinking to start a series of people by the sea, not so easy for low poly versions. Easier than the rocks. My last one is the first that doesn't look smooth
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