Monday 23 May 2011

Rocksaa!

So i decided that i would return to my attempts at modeling rocks. Something that i had spent quite alot of time (hitting a brickwall) earler in this project and for my animation project. I could never get the shapes that i wanted but since i really want to have this project be 100% custom artwork i need to model some rocks. The process to get here was quite simple, First i sculpt a rock inside mudbox from a box shape, Once thats done i import a semi low poly version of that rock back into 3ds max. in max i make sure the mesh is ok and then i UVW Unwrap it. I unwrapped the rock with a pelt map so i avoid a lot of the seems that you'd get if you did it anyother way. After thats all done i take the unwrapped rock back into mudbox and begin to paint the rock texture onto the mesh, Then i export the paint layer and run it through crazyBump.
There is one problem i've found with my rocks which you can see below in this image. They look nice from a distance but when you get close the texture becomes almost pixelated. this is becuase of the texture size i would guess - The offical rock asset thats in udk has 3 levels of detail so that while your not close to it it saves on memory, But when your close it swaps to the high detailed. What i might try next is having 4096x4096 appose to 2046x2046. that or learn how the level of detail works ;D

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