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Unreal Engine Props - Stylized Rocks

Here's some realtime rocks I sculpted for an unannounced/cancelled indie game project in 2018.

Rocks were sculpted in Zbrush, bakes and materials were created in Substance Painter and then imported into Unreal Engine.

I then create a procedural moss shader to automatically generate moss using the classic technique of masking the top most facing faces using vertex/pixel normals and a dot product. It's also further enhanced by sampling prebaked AO maps generated using Lightmass and vertex painting for further control.

Procedural moss

Procedural moss

Start by sculpting a couple of simple rocks

Start by sculpting a couple of simple rocks

Make a first group of rock by mixing those simple rocks together. Then add small pebbles in cavities here and there

Make a first group of rock by mixing those simple rocks together. Then add small pebbles in cavities here and there

Make a second larger group and add a bit more details to it

Make a second larger group and add a bit more details to it