Realistic Rock Experiment
For this project, I focused on establishing efficient workflows for creating stylized rocks, similar to my previous work but with a more realistic approach this time.
The textures were created in Substance Painter, with no use of smart materials. Instead, I set up a custom workflow to make the textures reusable on other models. The texture setup is fully procedural for flexibility and efficiency.
Model Info:
1641 verts
3278 tris
1 UV map (3 UV shells)
Software Used:
ZBrush for the base model and high poly details, with retopology handled using Decimated Master (since it’s a static object).
Autodesk Maya was used for tweaking and creating the UV layout.