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Cliffs and Rocks!

I've been making a big push to extend the playable area and make the landscape a bit more interesting so I decided to add some cliff like structures that add height to the scene and help hide areas from the players view. Three large cliffs worked well as I could group them in different variants to help break up repetition. The rock base meshes were done in 3DS MAX, sculpted in Zbrush then textured in Substance Painter. To keep the textures consistent I created a custom smart material in Substance Painter and used it for both the new cliffs and the existing rocks.


I also updated the Moss shader to include an AO texture input, AO and Normal intensity sliders and a Detail Normal input. The detail normal has been handy with giving the rocks more detail when up close to them and makes it easier instead of having multiple texture variants to make up for the loss of detail.


 
 
 

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