The aim of this post is to figure out the art direction I'm going to go with and here's the final result (for now) that I plan to use for the main texture, the white represents emissive which will be used as a mask for the VFX I completed in unreal engine.
I started initially with a couple basic rock sculpts and layered them to see what that might look like. I also tried out some brushes I found online and accidentally made cookies:
I then started looking into making lava rock material and just my luck - there were a bunch of tutorials on how to do this in blender - small problem, I don't think you can export material maps you've made in blender. Also when I clumped the rocks together and put this material on... Looked like very unhealthy poop haha!
 |
| Stylised Lava by Luc Chamerlat |
This served as a great base to start experimenting with what I want my rock textures to look like! Taking into account how lava tunnels form, I want it to look like there's layers of solidified lava with remnants of ebbing flow patterning the walls.
Modular Rock Pieces:
The sculpts will be a canvas for my textures. The workflow for my sculpts started with the clay build up brush to find the main shapes, I then used the trim dynamic brush to flatten it which created some cracks and then I used the trim smooth border brush, (found in the lightbox tab > trim folder) to create better edges and some more cracks. I also occasionally used the clip curve tool to create clean slices and cut into the edge of the stone wall.
In blender, I then used a lattice to create some curve variations.
Ready to decimate, UV map, bake and bring into unreal engine.