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I need more vertexes to play with
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Remesh = shift + R
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Control + R to remesh
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now I can start sculpting
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to dig into the mesh I can hold down Control; In this way I do the reverse of the brush
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If I hold Shift + left click I smooth the shape
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The mesh is now streched. If I want to remesh I can do that = Control +R
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The rock is now having lots of poly, we can enable the statistics
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Lets remesh with a bigger number
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Shift + R to show the voxel size; it doesn’t adapt to the size of the rock
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If the rock has grown up we might end up by re sizing the mesh up
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To remove brush symmetry
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Lets add new HDRI
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Press home key to center the shaders if not visible
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Add environmental texture
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Go to render mode
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We grab PBR from polyhaven
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we unzip the files downloaded and they look like this
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Enable the wrengler
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With the wrengler in I can select the texture shader and then press Control + T to auto complete
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change the coords from UV to Objects
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Normals
I can’t connect the normal shader to the basic colour shader. As you can see from the picture below the two nodes have different dot colour yellow vs purple. This means I need something in between
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We need a normal map
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Connect the map coords to the normal shader
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change the normal shader to Box from flat and increase the blend
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Now we need to hook up the roughness
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remeber a roughness of 1 = full white
roughness 0 = full black
Let’s plug the roughness in
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Displacement
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Lets create a new rock from a pre existing one and lets use a new brush in the yellow section
yellow: deform, push and pull around section
blue section: add and take away
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remesh when finifhed
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Select the principled texture and : Control + Shit +T
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The wrengler will automatically fill the shader page
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The displacement is at the bottom
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That node is called reroute
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the normal map is missing, we can add it manually
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Change from uv to object
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change all projection to Box instead of flat
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We need to activate the displacement
Press N and option
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You need to be in renderer cycles
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Change now the scale of the displacement to see the effects
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I can now increase the level of the mesh
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For better game performances render > levels
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