Sculpting in ZBrush
- Used multiple cubes to construct the rough shape of the rock.
-
Sculpted the basic form with Clip Curve, Trim Dynamic, and Trim Smooth Border brushes to create stylized, chiseled edges.
-
Applied Orb Brushes (Slash, Rubble, and Details) to add intricate surface details such as cracks, cuts, and chipped edges, achieving a handcrafted look.
-
Merged the cubes into a single mesh using Dynamesh for a cohesive high-poly model.
-
Reduced the polygon count with Decimation Master to prepare a clean low-poly version for baking.
UV Unwrapping in RizomUV
- Marked seams along the rock's natural edges and connection points to minimize visible stretching and ensure natural transitions between UV islands.
-
Unwrapped the low-poly model into UV islands, optimized islands by reducing distortion and placed them efficiently.
Normal Baking in Marmoset Toolbag
- Imported the high-poly sculpt and the UV-unwrapped low-poly model into Marmoset.
-
Configured bake settings with appropriate samples and padding size.
-
Adjusted the cage to enclose the low-poly mesh, ensuring accurate projection of high-poly details.
-
Baked the normal map with fine details from the high-poly sculpt.