This week I sculpted inside of ZBrush to create the high poly model.
For the general rock shapes, After making the high poly model, I finalized the proxy model Uvs/layout so I could displace the geometry. I imported the rock shapes into Substance Painter and applied the lava rock material I made in Substance Designer. Then, I brought the geometry into ZBrush with the height map. I increased the subdivisions and applied the height map to displace the geometry. Then, to create the low poly mesh I used the Decimation Master with Keep UVs checked to get a better shape that more believably matches the forms made by the material.
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