Hi guys,
today i create for my project a new workflow to create a fast and simple level rock block out.
As software u need 3dsmax, Zbrush, Xnormals.
In 3ds max draw with the Spline tool a simple shape. For good layout use the Bezier mode and set the Interpolation Steps of 3.
&d=1408272989Add the Shell Modi and set the Outer Amount to what u want. In my sample 330 units.
&d=1408272974Add the Edit Poly Modi and add a few edges with the Connect tool. When u create a lot of rocks use multiselection.
&d=1408272878Now we need 2 Noise Modi, the first have a normal Scale and Strength (100). The second a huge 270 and 150 strength.
&d=1408272917 &d=1408272930Ok for the first we are ready in 3ds max and export the mesh to Zbrush(GoZ)
&d=1408273033In ZB under Tools–>Geometry–> can u finde the qRemesher use (wait short). After qRemehser your mesh should be so:
&d=1408272943Add 2 SDiv and use the TrimDynamic and Smooth Brush (is quick and dirty). Now u can use the ClayPolish 3 times (tools–>geometry–>ClayPolish).
&d=1408272897Ok your HighPoly is ready, copy Mesh and use the Decimation under Zplugins to create a low poly mesh.
&d=1408273005Use the UV- to create a UV-Map(check seams(helpfull is the flatten mode)). The LP is ready, export the 2 meshes to 3ds max.
In 3ds max convert the LP Mesh to Edit Mesh and create a copy(name cage). Use the Push Modi to create a shell for HP Mesh. Import the Cage Mesh into LP Mesh in the Projection Modi.
Export the LP and HP Mesh as *.SBM. In Xnormals bake the NormalMap. Activate the cage by LP Mesh.
Ok export the LP Mesh from 3ds max as fbx to UE4. Flip the Green Channel from NormalMap. Here the result:
&d=1408272962U can blend with detail normals, detail rocktextures or what ever.
Hope ths was helpful.
greetings,
Ulrich