I just have a simply question, how make rocks like that : ://www.google.fr/imgres?imgurl=%3A%2F%2Fi.imgur%2FlNd9o3j.jpg&imgrefurl=%3A%2F%2Fwww.polycount%2Fforum%2Fshowthread.php%3Ft%3D133491&h=728&w=1400&tbnid=WKOwowCpL_3GVM%3A&zoom=1&docid=s0XC7Gn-JU08GM&ei=TRbaU6SBDs-10QX914HIDQ&tbm=isch&iact=rc&uact=3&dur=792&page=1&start=0&ndsp=34&ved=0CDUQrQMwBw
I’m obliged to use Zbrush for sculpt the model ?
If i make a simply rock on 3DS , i have many problem with the texture coordinates.
There are a few different ways to you could go about doing this. Ultimately, it will depend on your workflow.
When working with high poly assets I’ve always started with a basic rough shape in 3Ds then exported that to Mudbox/Zbrush for sculpting. I would then subdivide the mesh to add a little more detail then sculpt more detail. I would repeat this process a few times adding more detail each time and when it was at a point where I couldn’t the detail needed I would subdivide again. Once I am happy with my result I would bring it back into 3Ds and start with creating my low poly based off this mesh. For something like a rock it’s easy enough to use the Pro-Optimizer modify to get my low poly version.
With my Low poly I would then go through and setup my UVs for my texture and a second channel UV for my lightmap.
The next step is to bake the Normal Map information into my low poly texture. Using 3Ds or xNormal would be ideal.
I hope this helps, and if you have any questions feel free to ask!
There is myriad possible ways of creating rocks, and it’s ultimately down, to “what type of rock I need ?”.
If this is your ordinary lay on ground rock, the rock generator script posted above is good solution. As well as using 3ds , to procedurally generate rock by layering multiple displacment modifiers on top of each ether with cell texture and/or perlin noise.
I suggest to go trough this thread:
://www.polycount/forum/showthread.php?t=125857&highlight=rocks
There are many great rocks, and people are talking about techniques they used to create them.