I was thinking about it last night and I might tone down the major details, their depth almost looks like a gun blast of a small monster has taken a bite. Each aspect is on a layer so will do some tweaking tonight. I'm thinking of also sorting out the mortar as it currently feels a little flat and almost like someone has pored custard into the cracks.
I actually think that it needs more subtle noise. You already have some of it, but bricks are very noise when you think about it. Though, i don't know how well that would bake..
I did my detail map this morning, will probably start working on the diffuse tonight, although my detail map will probably change right at the end. Its mainly on the model to make sure everything is tiling properly and it all fits into place.
@letronrael when I read your first comment, I was like huh? Lets just say, their was one mighty face palming this morning. I can't believe I did that :P
Don't get many effects artists on here, but if their is I would love to get some crits on some effects I have being working on recently. I will make some videos when its more... together. The aim is to finish up with a generic car explosion.
I sampled my base from one of those explosion DVD's then just fixed it up into a more... round solid effect. Looking to get into FumeFX down the line when I have some more free time.
I couldn't figure out what the hell that was caused by, I checked the texture in Photoshop and it doesn't have one, it might be happening when down ressing the texture from PSD to TIF quality. Has anyone else ever had that happen with a normal map before? I will have to try and fix it this evening.
I'm currently fighting with a 17 million poly model in max with only 4GB of DD2 RAM... ick...
I managed to sort out the detail seam, because my PSD is 2048x2048 I couldn't see any issue, but I decided to just go ahead and pretend to get rid of an invisible seam and it disappeared! Must have being a tiny line of pixels I couldn't see.
I did a quick pass on my base colours and general surface types, will do a character pass on it tomorrow to make it look less like a bland wall. Now that I have diffuse colour also my specular is ramped right down so it looks slightly flat at the moment.
Oh I have also downed the resolution to a more realistic PC texture, so using 1024x1024 now instead of 2048x2048.
I gave the bricks a character pass to make them feel a little more interesting as well as did a quick specular. Its nearing a more complete state so going to move onto some other parts of the very simple scene I have planned. Then come back to do a final pass towards the end of the mini project.
Your bricks are looking good, but they're a little too shiny. Bricks are very dull in reality. Right now it's looking less like brick and more like ceramic.
A few more beers down and a bit more time tweaking, I'm still not happy with it myself. I feel its lacking something but I can't really put my finger to it. It seems a little flat to me, possibly I need to work in the edges of the bricks and add more colour and variation to the mortar. Not sure...
Although I think I might move onto my new project tomorrow, will probably have a pre vis up sometimes this weekend.
Thanks for all the support and feedback so far guys, its been a great help.
Replies
wtf?
Great stuff Ichii the damage to the bricks are nice and subtle enough they aren't too noticeable when tiled.
Other then that i think it looks good!
I currently want to punch myself in the face for not noticing the mortar is slightly to thick... but would love to get a second set of eyes on it.
Thanks.
http://www.texturetake.com/textures/full/redbrick.jpg
@letronrael when I read your first comment, I was like huh? Lets just say, their was one mighty face palming this morning. I can't believe I did that :P
I sampled my base from one of those explosion DVD's then just fixed it up into a more... round solid effect. Looking to get into FumeFX down the line when I have some more free time.
I'm currently fighting with a 17 million poly model in max with only 4GB of DD2 RAM... ick...
I did a quick pass on my base colours and general surface types, will do a character pass on it tomorrow to make it look less like a bland wall. Now that I have diffuse colour also my specular is ramped right down so it looks slightly flat at the moment.
Oh I have also downed the resolution to a more realistic PC texture, so using 1024x1024 now instead of 2048x2048.
i really like this
Good work, so far, though.
Although I think I might move onto my new project tomorrow, will probably have a pre vis up sometimes this weekend.
Thanks for all the support and feedback so far guys, its been a great help.