I went to the State Park where I live and took photogrammetry scans of rocks, boulders with the Reality scan app by Epic games. I Then cleaned up the mesh, edited where needed, and retopologized it in zbrush along with creating secondary detail to keep within the visual shape language of the rock bases. Once satisfied with the results I exported the low and high poly models and imported into Substance painter using my own custom smart materials creating a rock surface similar in visual scope of the original.
The goal is to then import it into Unreal engine and utilize RVT blending to blend these rock assets into the terrain. This one among others are more singular one-off assets to be placed within the map but I am also able to create more custom variants if I wish by editing the photogrammetry scan in Zbrush by sculpting and adding to the existing form to create variants to be placed throughout the map. Allowing for a quicker turn around on assets.
** these particular versions are usable in Nanite. but can also be used as is with proper LOD use given they are singular assets rather than used multiple times across a map.
Combined with also creating modularized rocks that can be scaled, rotated, and positioned to create more customized rock clusters of varying sizes and shapes to create outcroppings, cliff faces, sloped rockfaces and various shapes to create more naturalized and unique visual language to the terrain while being mindful of performance during runtime. I wanted to show a brief video on the painting stage. I am hoping to do a longer start to finish video soon on this process. I hope you enjoy.
More to come as I capture more scans of rocks and stumps, and fallen trees and various objects. :) Stay tuned.