Pretty awesome! I guess the same composite map can be used to create the diffuse color for the rock. Gotta try that. Didn't know the celllular and noise can actually be so useful!
Great stuff keep it up. I have a question tho. What is the poly count on these rocks? And would you consider some sort of normal projection for the smaller details for more efficiency?
I would consider collapsing the stack to editable poly, and use ProOptimize. It works great in reducing polycount and leaving the prominent detailing. Otherwise yes, do normal projection if it's for the game.
Exemplary. Truly amazing! Thank you so much. 👍👍👍
Those cellular-displaced rocks look awesome! Thanks, man!
Pretty awesome!
I guess the same composite map can be used to create the diffuse color for the rock. Gotta try that.
Didn't know the celllular and noise can actually be so useful!
awesome video tutorial, thanks a lot ! :)
It is very very helpful.
Great stuff keep it up. I have a question tho. What is the poly count on these rocks? And would you consider some sort of normal projection for the smaller details for more efficiency?
Retopologize to lowpoly mesh, and use these hipoly meshes to project depth/normal/cavity/ambientocclusion maps to UVs on the lowpoly mesh.
I would consider collapsing the stack to editable poly, and use ProOptimize. It works great in reducing polycount and leaving the prominent detailing.
Otherwise yes, do normal projection if it's for the game.
bro more carefull