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I am thinking about doing a fan remake of the garage from the Fallout 4 trailer. So I decided to fiddle around with a sloppy grout brick wall texture as seen in this screen shot.
...and this is what I have so far. Just looking for some crits as to how I can push this a little farther. Also I haven't started on the destroyed plaster area, just really focusing on the bricks/grout at the moment.
and I plugged it into UE4 as well
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http://www.ips.org/TV/wsf2010/library/Favela-Nova_FriburgoNate-Cull.jpg
http://cdn.c.photoshelter.com/img-get2/I0000ne.2UrsggQM/fit=1000x750/03d1107-2906.jpg
@Soldeus I was doing this but I just don't think I had it pumped up enough to even be noticable =\ the exact opposite problem of waaaaayyy under-doing it.
I also might have over done some stuff this time, so if anyone still sees anything that looks like it could be tightened up lemme know =D
One more thing I kinda see of is the scale, I know you can just tile it, but imho you should decrease the brick sizes. Or else, when using this for an environment, you should have to, first tile it just to get the proper size, and then tile it some more to fill the wall.
Based on the picture, your substance should be about 10 bricks long(using the long bricks as reference). Where you only have 3 now. Keep going! This is getting pretty rad.
Put some more work into this, Switched up the brick size. Also reworked the shapes. Noticed that the bricks in the ref have more rounded shapes. Also worked on how pushed out the grout is.
Im feeling better about the color ATM, completely satisfied? No. But Ill keep cranking on this. Again keep the crits coming. =D
EDIT: So the top is from Substance while the bottom is from Unreal. Anyone know why the colors kind of die within UE4? I haven't really figured this out =/
I hope this helps a bit.
Cheers!
So here's another update. I worked with the material in UE4 some more and the only fix that worked to get it to match the color from substance designer was to multiply the albedo by itself. I have it in a closed room, updated sphere reflection and built lighting. It looks super washed out in the texture viewer within UE4 as well, idk if that matters or not. I'm thinking it's something to do with my export from designer maybe?