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Modelling some rocks


sparhawk

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I was wondering how I would go about modelling such rocks like these?

 

e5700-maxwide-rockwall6.jpg

 

or (big image)

 

http://www.graysage.com/cg/BackDrops/Textu...27-rockwall.jpg

 

Does it make sense to create such irregular rocks and then build a wall out of it? I was thinking of some fountain like structure. I guess it would be more effecient though, to make it as one big object, but even so, I wonder how you would do it. I'm not talking about a particular application, more like a general approach, that I can use in my favourite app.

Gerhard

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Yeah, Oddity would beat me to it. (edit man, 2 more people are faster than me) I agree with him, make a normal of a high res model and use that on a low res/optimized one.

 

Here's a quick one I made from the first pic.

 

rockwall01tu5.th.jpg

 

in Max make a plane, increase the segments, use the displace modifier. Then make a normal and optimize your mesh.

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In Blender you can use the displace tool to create the irregular rocks; I posted a link to the video demonstration in the Documentation forum.

 

As others have mentioned, you would need to use this as a normal map if you want to use it in game; the full model with individually-modelled rocks would be far too hi-poly.

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What I'd do is combine existing tdm rocks in a modeling app then weld the vertices to make a whole wall. You'd have to redo the uv maps though.

 

Hah! That would be a neat trick. :) I guess I have to look at our assets, because I think there are already such rocks, that I have in mind.

Gerhard

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Yeah, Oddity would beat me to it. (edit man, 2 more people are faster than me) I agree with him, make a normal of a high res model and use that on a low res/optimized one.

 

Here's a quick one I made from the first pic.

 

And how did you do this?

Gerhard

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in Max make a plane, increase the segments, use the displace modifier. Then make a normal and optimize your mesh.

I'd say it will give you the same results as making normal map with Nvidia plugin. Unless you're actually modelling hipoly model, there's no point in complicating your workflow.

 

I would use the method, which mikebart uses for his textures - make several models of stones (you can put the photo in the background and trace the shapes), then build the whole wall out of them, give some rough plane as mortar where needed and make a low poly texture out of that.

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