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Tutorial time #2: Modular Rocks

  • PhilipK
  • July 12, 2010 at 2:07 PM
  • PhilipK
    • July 12, 2010 at 2:07 PM
    • #1

    Hi again.

    I just finished up my second tutorial on the modular subject: Modular rocks (and other more organic stuff).

    This is a bit more step by step but I tried to keep it as general as possible so you should be able to apply it on more things.

    Anyway, hope it may be useful!

    http://philipk.net/tutorials/modular_ro ... rocks.html

  • -HP-
    • July 12, 2010 at 2:14 PM
    • #2

    Oh man! I love you for this!

    It is very step by step, which is what people like the most so you can study other peoples workflow.

    Thank you!

  • Psy
    • July 12, 2010 at 2:49 PM
    • #3

    Great tutorial!

  • mjens
    • July 12, 2010 at 2:54 PM
    • #4

    Nice!

  • Minos
    • July 12, 2010 at 3:11 PM
    • #5

    Thanks a lot man, I love the rocks in BC =)

    Quick tip: It may also be a good idea to bake radiosity to vertex colors. It's quite easy to do that in 3ds max:

    - add a skylight

    - go to Rendering > Advanced Lighting > Radiosity (it's a good idea to assign an exposure control to fine tune the results later)

    - hit "Start"

    - go to Tools - Assign Vertex Colors and Assign

    a simple teapot with radiosity baked to vertex colors only:

    [attachment=0]radiosity.jpg[/attachment]

    You can mix that with handpainted vertex colors and the results will be fantastic!

    Keep it up phill!!

  • PhilipK
    • July 12, 2010 at 3:25 PM
    • #6

    Thanks guys!

    Yeah it's a nice addition Mino. I think I mentioned it in the tutorial, tho I didn't really show howto do that in Max.

    But yeah it can be really nice as you said to get a base up with that and then handpaint/fix up the rest by hand.

  • Nysuatro
    • July 12, 2010 at 5:14 PM
    • #7

    You tutorials are always impressive. I am curious about what is coming next.

  • Jenn0_Bing
    • July 12, 2010 at 5:25 PM
    • #8

    Awesome stuff, I predict a number of rock models in my near future .

  • Bunglo
    • July 12, 2010 at 6:38 PM
    • #9

    YES!, YES!, YEEEEES!!!!!

  • Pomperi
    • July 12, 2010 at 9:07 PM
    • #10

    Cool, thanks a lot for sharing

  • jaboo224
    • July 13, 2010 at 8:51 AM
    • #11
    Quote from Pomperi

    Cool, thanks a lot for sharing

  • coulianos
    • July 14, 2010 at 8:04 PM
    • #12
    Quote from Pomperi

    Cool, thanks a lot for sharing

  • Seldoon182
    • July 15, 2010 at 1:46 PM
    • #13

    Awesome as hell Philip but I miss some extra such as a wireframe view between the mesh in max and the one in UE3 and the flat geometry in UE3...

  • PhilipK
    • July 16, 2010 at 3:27 PM
    • #14

    Thanks!

    Quote from Seldoon182

    Awesome as hell Philip but I miss some extra such as a wireframe view between the mesh in max and the one in UE3 and the flat geometry in UE3...

    Ah yeah, good points. I'll see if I can update that soon, thanks.

  • Seldoon182
    • July 16, 2010 at 6:03 PM
    • #15

    Oh no thanks you You mate!

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