Let there be stones!
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This week has included a lot of stone modeling in zbrush. The stones will be used for our outdoor area where the player starts of the game, and will be combined together to create mountains and stray rocks. I have been using a lot of zbrush to get that organic feeling and to model a highpoly version of the mesh to be able to extract a crisp normal map, ambient occlusion map and cavity maps to get the most out of the the highpoly version. I have also been exploring displacement maps but that requires tessellation and we dont have that computing power, However we might explore it further.
Real-time rendering in ue4 only using the 2nd stone that has been scaled and rotated around:
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