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TOTAL DURATION: 47m 18s

Learn how the rock statues were made in the GROT scene. Each statue starts with base geometry set up in a pose and then the procedural tool being created in this lesson is used to add rock details. You will begin by preparing the geometry which will then be deformed into stylized shapes. To make the look a bit more interesting, three textures are used to make sure there is variation in the statue. To complete the process, smaller details are added and the tool is wrapped up into a digital asset.

Learn more about Project Grot.

Overview of the Rockify tool. Learn what to expect from the tutorial series.
Prepare the input mesh with layered effects. Here you will learn how to create a border to blend into the ground. There are a couple different techniques used here to get to the final blend.
With the base geometry, you want to displace more rock shape into it. For that you will use textures from Megascans. Feel free to use your own textures if you don’t have access to Megascans. Since the setup uses multiple textures there will be some setup to blend them from top to bottom.
The finishing touch to the mesh will be scattering smaller stones around the asset. Then you can generate vertex color data for unreal if needed like AO, Thickness, curvature.

CREATED BY

Simon_V
SIMON VERSTRAETE

Simon is a tech Artist that loves building procedural tools and assets. By adding more and more procedural approaches to his workflow, he is able to build 3D models with speed and flexibility. During his studies at Digital Arts and Entertainment, he taught himself how to work with Houdini. After his studies, he started working on Ary and the Secret of Seasons at eXiin. Currently he is a Houdini freelancer and focuses on creating procedural content.

More from Simon Verstraete

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