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🧵 Untitled Thread
Anonymous at Thu, 18 Nov 2021 08:44:20 UTC No. 862868
What is the process for creating ground clutter like in this render? The rocks, the dirt, the rubble, specifically.
Decals/atlases with displacement maps? Photo scans? Tessellation materials?
Getting the randomness and making everything fit together feels like a big challenge if done manually, which makes me think a lot of it is done with procedural materials. Couldn't really find any good info on the process of this type of environment work.
Anonymous at Thu, 18 Nov 2021 10:58:05 UTC No. 862880
>>862868
yeah that's a photo scan - it's really just copy paste, turn, scale, place and that's it. It's so much visual info that your eyes can never make out repetition.
You can get those anywhere between quixel, gumroad and sketchfab.
or make ur own if you have a smartphone it's usually enough quality wise and use something like agisoft metashape.
Anonymous at Thu, 18 Nov 2021 11:41:22 UTC No. 862883
I pity the fool not having access to either Houdini or 3ds/Maya with one of the awesome procedural placement plugins.
Anonymous at Thu, 18 Nov 2021 12:53:45 UTC No. 862902
>>862868
You would typically scatter a number of different premade rock/rubble/dirt objects on the ground plane, preferably procedurally.
Houdini can do this out of the box, there's plugins you can buy for the various Autodesk programs. Or you could get the latest Blender 3.0 beta release and use geometry nodes.
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Anonymous at Thu, 18 Nov 2021 13:05:41 UTC No. 862903
I usually take few variants of clutter or debris and then instance that over the appropriate surfaces, driven by weight maps or masks.
Anonymous at Thu, 18 Nov 2021 13:08:49 UTC No. 862904
>>862903
how do you create the debris?
Anonymous at Thu, 18 Nov 2021 14:25:03 UTC No. 862923
>>862904
Either model it yourself, or buy a pack on an asset store.
Anonymous at Thu, 18 Nov 2021 14:26:41 UTC No. 862924
>>862923
how do you model 180+ variations
Anonymous at Thu, 18 Nov 2021 14:33:09 UTC No. 862927
>>862924
look at that window tiled 10x
do you really think people are going to notice reused bricks over that
Anonymous at Thu, 18 Nov 2021 14:42:48 UTC No. 862929
>>862924
those are based on photo scans
https://blendermarket.com/products/
as for generating many variations; procedural modelling methods. might work best for stylized assets.
Anonymous at Sat, 27 Nov 2021 14:04:14 UTC No. 865128
>>862868
The walls, beams and windows are using the same texture
lazy fucks
Anonymous at Sat, 27 Nov 2021 14:06:29 UTC No. 865129
>>865128
It's called efficiency, autistic NEET. Post your work.
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Anonymous at Sat, 27 Nov 2021 14:44:09 UTC No. 865140
>>865128
>what are base textures
Anonymous at Sat, 27 Nov 2021 14:54:40 UTC No. 865144
>>862924
you either:
A) just do it
B) model it procedurally
C) use photogrammetry
D) mix and match
Anonymous at Sat, 27 Nov 2021 15:03:33 UTC No. 865145
>>865144
>B) model it procedurally
qrd?
Anonymous at Sat, 27 Nov 2021 15:06:49 UTC No. 865146
>>862929
>https://blendermarket.com/products
250 bucks for this? Holy shit....somebody is greedy.
The dude creating the scene has used Megascan assets, most are from the abandoned factory collection. Dude was lazy and didn't even changed some of the textures with Mixer.
Its safe to assume that the debris is all from there too.
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Anonymous at Sat, 27 Nov 2021 15:23:46 UTC No. 865147
>>865146
forget pic
>>865145
>qrd?
take basic shape like a sphere or cube even, subdivide, displace by voronoi or other noise algorithm, layer additional noise textures on top for big/medium/ small details, massage in until it looks good, remesh/bake, let simmer in medium hot water, add salt and pepper, serve while its still hot - important for additional sexiness factor: wear cooking apron with nothing beneath
most important factor: have fun while doing it.
https://www.youtube.com/watch?v=2oC
https://www.youtube.com/watch?v=LVF
https://www.youtube.com/watch?v=qRX
https://www.youtube.com/watch?v=4Eq
Anonymous at Sat, 27 Nov 2021 15:43:51 UTC No. 865150
>>865147
unfortunately "just adding noise" wont look natural. At best, it will be uncanny valley.
Anonymous at Sat, 27 Nov 2021 16:03:23 UTC No. 865155
>>865150
yea, unfortunately for you, you have to have an artistic mind, a good perception and an ounce effort to achieve good results, its not something easily done without it, as evident by the uncanny crap churned out by untalented Indians.
Anonymous at Sat, 27 Nov 2021 16:15:51 UTC No. 865159
>>865155
I think if you could do it by hand then epic/the industry wouldnt have invested so heavily in megascans. Also, why are you being racist?
Anonymous at Sat, 27 Nov 2021 16:40:57 UTC No. 865161
>>865159
>if you could do it by hand
Do you have shit for brains?
I just posted 3 Houdini tutorials where it is shown that you can do it by hand, are you doubting reality or are you just contrarian out of principle?
Somebody asked for a qrd for procedural modelling, I answered.
Yes, I would absolutely recommend to just use Megascans, but this is out of context here.
>Also, why are you being racist?
I am not, you piece of dung. I said untalented Indians. That is a clear qualifier, I didn't said all Indians are untalented I was referring to the outsourcing practice of hiring the cheapest worker possible which are often Indians and since there is only little pay involved the buyer gets what he pays for - nearly nothing.
Just take a good hard look at the recent GTA remake as an example.
Namaste
Anonymous at Sat, 27 Nov 2021 17:13:15 UTC No. 865163
>>865161
you're being racist (If you had written that sentence while in school you would get immediately suspended) and not addressing the megascans issue. Its simply head and shoulders above what you can achieve with procedurals.
Anonymous at Sat, 27 Nov 2021 17:24:10 UTC No. 865164
>>865163
>you're being racist
Oh fuck of you POS, go whine somewhere else
Anonymous at Sat, 27 Nov 2021 17:29:08 UTC No. 865165
>>865163
https://www.youtube.com/watch?v=DM4
Anonymous at Sat, 27 Nov 2021 17:34:36 UTC No. 865166
>>865163
I am not addressing the megascans "issue"?
I am the one that brought it up in this thread you absolute retarded fuckface.
Just to hammer it home again how much of an retard you are: the question was not what is better, it was how to do it, to which I answered.
You are the one who brought this question in this thread and now you pretend I was arguing something I clearly was not.
Also if you insist that I am a racist than I am gonna be a racist, and for good measure I throw in some sexism, homo- and transphobia you absolutely disgusting cockgobbling subhuman shitsandwich, go fuck your racemixed indian/thai trannymom in the pussy/ass and smear the shit from her vomit-inducing holes in your cuckfathers face. Also don't forget to take your booster-shot so that you can die slow and painful from bloodcloths in your brain you doublenigger.
Anonymous at Sat, 27 Nov 2021 19:26:10 UTC No. 865179
So, I’m working on some content for marketplaces and can’t use Megascans. The pain is real when it comes to scatter objects. I don’t have enough time to make enough variations and I’m reusing stuff in as many different ways as possible, but it just can’t compare, I don’t think you can get a natural result without lots of variation.
I’ve been thinking about starting to get good at photogrammetry so I can do this stuff on my own whenever I go somewhere. Since I’m also planning to get myself a new 13 pro, I hope lidar will also be good enough at least for small props (due to its resolution), so I can capture anything literally in seconds.
Anonymous at Sat, 27 Nov 2021 19:34:46 UTC No. 865181
>>865163
>you're being racist
Wrong board you faggot
Anonymous at Sat, 27 Nov 2021 20:05:54 UTC No. 865186
>>865140
>>865129
I know scattering pre-made assets doesn't take much effort, but neither does changing the offset or flipping the scale of tileable textures
Anonymous at Sat, 27 Nov 2021 20:13:57 UTC No. 865187
>>865186
Not my problem.
Anonymous at Sat, 27 Nov 2021 21:52:33 UTC No. 865197
>>862868
>>862924
Use fracturing plugins/simulations. Blender has cell fracture while houdini has voronoi fracture.
>>865161
Indians only did the assets for GTA remake, everything else was done by a US studio who used the UE4 engine.
Anonymous at Sat, 27 Nov 2021 21:59:03 UTC No. 865200
>>865163
So you little bitch had to go and whine to the tranny-jannies in order to remove my perfectly fine racists comment, effectively getting my IP banned?
Guess what; I have a dynamic IP, so I am back, all you proved without a doubt is that you're an absolute double-nigger.
Anonymous at Sat, 27 Nov 2021 22:07:58 UTC No. 865202
>>865159
>Also, why are you being racist?
Indians are subhumans, you can't be racist against something that doesn't even qualify as human, can you?
Anonymous at Sat, 27 Nov 2021 22:12:14 UTC No. 865204
I hate this board
Anonymous at Sat, 27 Nov 2021 22:17:53 UTC No. 865208
>>865204
the hate is mutual.
Anonymous at Sat, 27 Nov 2021 22:23:35 UTC No. 865210
Anonymous at Sat, 27 Nov 2021 23:00:15 UTC No. 865213
>>865197
stop diverting, nobody who worked on this piece of shit cash-grab came out unscathed. The fact that the US studio delivered shit is no excuse for the shitty assets.
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Anonymous at Sun, 28 Nov 2021 00:41:48 UTC No. 865231
>>865202
get tech support'ed and vagene checked
Anonymous at Sun, 28 Nov 2021 02:34:21 UTC No. 865256
>>865231
>American Americans not on the list
Might want to check yer sources there, bub :^)
Anonymous at Sun, 28 Nov 2021 02:37:30 UTC No. 865259
>>865231
Still brown smelly subhumans
Anonymous at Sun, 28 Nov 2021 17:50:00 UTC No. 865391
>>865146
>Dude was lazy and didn't even changed some of the textures with Mixer
Fairly certain the OP pic is one of the official renders made by quixel, which makes it even funnier