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