Modeling Procedural Rocks in 3ds Max

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  • Опубліковано 27 жов 2024

КОМЕНТАРІ • 9

  • @electroluxia
    @electroluxia Місяць тому

    Exemplary. Truly amazing! Thank you so much. 👍👍👍

  • @-Aeveris-
    @-Aeveris- 3 роки тому

    Those cellular-displaced rocks look awesome! Thanks, man!

  • @digimaks
    @digimaks 4 роки тому

    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!

  • @Shpritzerismydrink
    @Shpritzerismydrink 4 роки тому

    awesome video tutorial, thanks a lot ! :)

  • @SukanthaManna
    @SukanthaManna 4 роки тому

    It is very very helpful.

  • @Onlymenotfenergi
    @Onlymenotfenergi 5 років тому +1

    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?

    • @YellowKing1986
      @YellowKing1986 5 років тому +1

      Retopologize to lowpoly mesh, and use these hipoly meshes to project depth/normal/cavity/ambientocclusion maps to UVs on the lowpoly mesh.

    • @digimaks
      @digimaks 4 роки тому

      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.

  • @EdisoltKh
    @EdisoltKh 4 роки тому

    bro more carefull