Game Editing > 3D Modeling & Content Creation

3D Modeling WIP Topic

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kat:
The problem with cracks is the same as we've discussed before in that they have to follow a basic principle regards to *where* they appear. The problem most people have with rocks in general is that they don't think about what it is they're doing, by that I mean they don't think about the *type* of material the object they're working on is made of - rock breaks in a particular way, and different rock breaks in different ways. So cracks and stress fractures appear in specific places for specific reason, so whilst you could do something very generalised there's also a danger of over doing it and removing the 'reality' all objects need to have for us to 'believe' what we're observing because the tiling places the cracks in odd places that don't make sense relative to how we understand rock to behave. So yes, based on the images you've posted, adding cracks may not add anything in terms of believability.

Instead, what I'd look at now is breaking the uniform appearance by now using some vertex blending, run some grass along the bottom or top or the rock face so the object looks like it 'lives' somewhere. You might be a bit restricted here though depending on where the models are going (engine tech) as you'll be limited to what sort of blending you can do (the same problem I've got with those terrain sections I was working on for Unearthly 09).

ratty redemption [RIP]:
understood kat and thanks a lot :)

silicone_milk:
How does the shrink wrap process work the way you're using it? Are you forming the shape with the rock particles and then taking a super sub-divided mesh plane and shrinking it around the contours of the rock shapes to get a bumpy terrain mesh as a result?

ratty redemption [RIP]:
milk, yes that's basically correct :)

imo the advantage of this workflow as opposed to modeling the low poly mesh by hand from the beginning is that once the particle library has been built, which is somewhat time consuming, the library objects can be reused countless times and the particle painting is very fast. also we don't have to worry about the poly count of that stage, or the edgeflow, or the particle objects overlapping.

after a high density mesh has then been shrink wrapped over the particles, they can be discarded, although the original library objects are likely to be kept to be used on another model. and the new mesh will need some cleaning up by hand after its been decimated down to the desired poly count.

I guess it's an alternative to high poly sculpting, but for me being slightly more technical then artistic its a lot easier to produce desired results. and a less powerful computer is needed as the most processor intensive stage is the decimating, which can take several minutes, but surprisingly the shrink wrapping is almost instant and because the high poly mesh doesn't need editing by hand, blender seems to be able to cope with it quite well.

silicone_milk:
@ Ratty - Cool beans. I imagine you could apply your shrink wrap technique to some spherical shapes and get some wicked organic stuff going on (thin film with a fresnel shader over something like a bunch of eggs or something)

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