And since i'm a newb to these thinks, i wanted to ask you SebastianK94 if it is neccesary to go to all these steps today between Mudbox, 3dsMax, Photoshop and XNormal since i believe you can pretty much finish your texturing, MapBaking (diffuse,normal etc) and degenerating (turning to low poly) in just Mudbox and 3dsMax a lot easier and with fewer steps (Pro optimizer in 3dsMax for the degeneration).
I heard in the game industry there is a trick when you make this kind of models.. you don't need to model every detail when retopologyzing only the things that make the silhouette ;)
Thanks for the tutorial man!Ive seen one that was similar from gnomonology(sculpting rock faces with alfphas)but this one was just as good.O one more thing...next time when making a tutorial dont drink so much cofee xd Thanks for the tutorial again :)
Awesome outcome! I cant wait to try this method. I'm assuming the same concept used in Mudbox would work with Zbrush. Ive never heard of Xnormal, ill have to look into that.
This has been flagged as spam show
Great tut indeed.. thanks.
And since i'm a newb to these thinks, i wanted to ask you SebastianK94 if it is neccesary to go to all these steps today between Mudbox, 3dsMax, Photoshop and XNormal since i believe you can pretty much finish your texturing, MapBaking (diffuse,normal etc) and degenerating (turning to low poly) in just Mudbox and 3dsMax a lot easier and with fewer steps (Pro optimizer in 3dsMax for the degeneration).
Thanks again.
7GIGEO7 2 months ago
Comment removed
7GIGEO7 2 months ago
are you swedish? sounds like it :)
Masier2 7 months ago
Great tut.Thanks.
ageless1003 9 months ago
thankyou :)
RossHildick3D 9 months ago
Very nice! I makes me think of a cartoon / world of Warcraft / wargame figurine style of rock. (maybe that's only me)
You can also speed up the modelling with mudbox or zbrush using Photosculpt as base mesh. Have you tried it?
hipe0 1 year ago
Really insightful and the results are well-done. Your voice is kind of funny too -- you sound like you're wired on coffee.
ac120479 1 year ago
I heard in the game industry there is a trick when you make this kind of models.. you don't need to model every detail when retopologyzing only the things that make the silhouette ;)
OviOvinet 1 year ago
Amazingly detailed!
PlayerOblivion 1 year ago
Thanks man, props for the video! Subbed
djsneeze 2 years ago
This is class
Botheuk 2 years ago
good stuff, nice tutorials dude
Shinryu89 2 years ago
You should have made a normal map from the rock texture and overlayed it on top of the baked normal.
KittenKiller 2 years ago
Fantastic!
ScorpyX 2 years ago
Thanks for the tutorial man!Ive seen one that was similar from gnomonology(sculpting rock faces with alfphas)but this one was just as good.O one more thing...next time when making a tutorial dont drink so much cofee xd Thanks for the tutorial again :)
123OGNIAN 2 years ago
amazing!
AncientPiece 2 years ago
Awesome outcome! I cant wait to try this method. I'm assuming the same concept used in Mudbox would work with Zbrush. Ive never heard of Xnormal, ill have to look into that.
MSJDesign 2 years ago
Pretty much, I only use Mudbox because of the scrape brush, which is something I still have yet to find an equivalent of in Zbrush.
You should definitely look into XNormal, it's 100% free and 100% great. :)
SebastianK94 2 years ago