Been fiddling around a lot. This simple crappy model took weeks to make, which is stupid, but at least im trying out a lot of programs and starting to get a grasp on some kind of workflow I like.
This was the result of:
Simple cube shape from maya ->
Zbrush high poly fooling around ->
Decimate it into low poly in zbrush decimate master ->
Get decimate master to crash a dozen times losing detailed highpoly rock ->
Do it all again put decimate master into 32bit mode or something ->
Export low poly rock, get rid of the high poly for whatever retarded reason ->
Uv map the rock a million times, try to texture in zbrush ->
Nope... ->
Go into mudbox and use stamping/projecting thing to texture ->
Do a shitty job because no high poly model ->
Use xnormal photoshop plugins to create a crappy normal map ->
Place into testland.map
Any cool ideas about a better way to go around this?
I'm thinking I'll follow the way this man makes his rocks:
http://www.youtube.com/watch?v=uCtjt1qudfQ
Without 3d coat and a bunch of cool stuff he has.