Hello,I made this and would really like to get some crits.
-İ firstly sculpted a clean mesh and then damaged it.There's hi-poly sculpt for both clean and damaged versions.
-Normal detail of crackles are photosourced.İ find sculpting realistic crackles really really hard,and then decided to add details only by textures.
İ want to know is it passable?İf not,then which part of it bugging you?
İ want to vertex paint the clean mesh with damaged one and İ want to paint damage directly in vertex painting.İ'm gonna try that,must be fun.
Replies
I would have weathering and damage around the top part of the curb, and have it subtle.
So,What do you say?
This is a killer critique.I was modeled this off the top of my head.Really I didn't observe any reference or real-life study on it.And realized this is what I need in that case.I'm gonna ditch the current one and start a new one from scratch.
Some inappropriate features on my model:
-It's nearly impossible to create corner pieces since there's 2 curb and 3 flagstones.So they don't match each other when curved.
-Missing concrete fillet in the gaps.
-Edge damage are very random and sculpted without any reference,lacks structure.
-Low poly model is utterly uniform.Need some crevices around the damaged curbs.
-Need more curb variation.Most of real sidewalks consist of curbs with different lengths.
Also I have another idea.I'll make a modular clean/damaged curbs pack to combine with many different pavements.There might be 3 different pavement styles.
Thanks
Crits would be nice
What is the purpose of the corridor? Try to add some more indicators of what/where it is. Its a good start, but it doesn't seem to have a purpose to me.
I would also think about the funtion of the hallway. Is there any piping/cables behind some of the plates on the walls? If so make little indents (hinges etc) that show that plates can be opened to access stuff behind them
G0od start