In this tutorial for 3ds max we’ll take a look at some techniques to create rocks or rocky structures just using a primitive, modifiers and procedural maps used as displacement.
What we’ll do
In this video we’ll see how to create 4 different kind of rock meshes starting from a simple peeble and moving forward step by step in complextity and level of details obtaining different kind of rocks. In this way we’ll see how to simulate different surface details using alway the same workflow. Basically we’ll create a capsule primitive, then we’ll change a little bit its topology with FFD and noise modifiers. All details will be add using one or more displace modifiers with single or nested maps. To obtain more complex details we’ll use a composite map with some nested procedurals inside. Usually we’ll simulate everything using noises and cellular maps with different setup and used in different ways. We’ll see how to obtain different rocks of same type just changing so
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