As a continuation from this thread, here are my tests at using sculpting, normal maps and textures to make realistic looking stones. So here’s some new ones.
3 multires
Lots of sculpting
For the normal map I used the same texture that is seen on these rocks. Just an RGB image texture mapped to normals.
The color texture is a simple GIMP generated cloud image
Much better!
If you were using a cloud texture I would say try increasing the noise depth. If you can think of an analogous change for these, it might help.
I’m very impressed by the improvement from the other rocks.
Thank you! I am much happier with the result (I needed the crits)
I would say try increasing the noise depth
I’ll do that.
So what about using RGB textures as normal maps? How does it work? Does Blender convert the image to grayscale and then move the normals up on white areas and down on black?
I actually have never seen a shiny rock in real life that is not either polished or wet. I don’t know why people always think they have to make their rocks shiny.
@ludemi84: Thank you very much for the link, I will watch this and learn! EDIT: WOW that was amazing man this helps a ton thanks! And quick question, where did you get your texture?
Here’s another stone. Same normal map, different sculpting and this time a ramp shader for the color.
It is looking better. You may want to try to make a specular map with the same texture as well. It would make sense if only the raised parts of the rock were shiner because they would have been more likely to rub against something.
yeah. Map it to spec. Also it could be your lighting. Do you just have one spot lamp? If so try duplicating it and making the main one do only diffuse lighting and make the second one not as bright.
So here’s 2 stones, with different color textures. One sun lamp is set to “No Specular”. No “Spec” on either material but “Hard” is set to 200. Color texture mapped to “Col” and “Spec”. Same normal map.
Brados33: Honestly, it bothers me too. But my problem is, how do you get that feel of bumpy surface if you don’t have lots of specular. Here’s the same render, with low spec. Does this look more realistic than the other shiny ones?
Also, the stone in the video tutorial that linuxpimp posted was quite specular.
I think your confused about what specular is. Here is a definition from google.
“mirrorlike: capable of reflecting light like a mirror; “mirrorlike surface of the lake”; “a specular metal””
The surface is smooth so the light bounces right off it and more of the light reaches your eye. Diffuse is like the opposite. The surface is rough so the light bounces in more directions and less reaches your eye. To make it bumpy you are thinking of a normal map or a bump map. One way to do it is like he does in that tutorial and sculpt it and then back that to a low poly version of the model.