Your environment art seems to be based on your perception of realism rather than using reference. A perfect example is your wall with interior; you've got a wall with a brick texture and a window, you are trying to make it realistic, but a wall like that wouldn't exist in real life. The bricks are too large and you…
looks pretty cool. One thing that stood out that looks wrong are the bricks on Flynn's building. They look tiny and therefore don't really read as bricks, more like camouflage or something. Could also do with darker areas with the lighting and more contrast. Can you show us any texture flats for this? You using normal maps?
Ok here's the graphs, some stuff might be pretty zoomed out so if anyone wants a more in depth explanation just let me know. @HaydenZammit - Yea this is all in Substance, I haven't used any imported maps at all. I also tweaked the roughness on the brick a bit. Brick Graph Wood Graph Concrete Sand Tile
I got one of these on launch. never had any problems with it. i have quiet a slow netword so i don't notice any bottle necking. my house is also is not made a solid brick so the reception on it is really good. i have tried it in older houses which have brick walls and had problems getting it to connect.
really cool scene Id have to say the only tiny thing I could imagine changing a bit is the white paint on the red bricks it just looks a bit like snow or something, too soft a transition from brick to paint I would imagine the transition to be harsher like the paint has flaked off rather than slowly blended away
It has a lot to do with the source mesh that you're baking your AO from. The mesh that PhillipK used to bake that map had a lot of variation in the bricks. There was damaged sculpted into it and the bricks were positioned at different depths. Once you have a good mesh to bake from, getting a high quality map is just a…
Oh it's lovely. The walls and roof feel a bit flat though. There's a lot of detail in other places, vines and grass and etc. But walls and roof just look very flat. Rounded brick edges like @Kaine123 mentioned would help. Maybe some bricks and roof shingles sticking out, you could look into tessellation or parallax…
I've got the biggest hard on for art-deco and I think you pulled it off well. My only feedback is the size of he bricks on the wall seem to be a bit too big. If you imagine the size of a human using the chairs as reference, and stand him up next to one of those bricks, I think you'll see what I mean.
So I just started using Substance Designer for the texturing in hopes of using it to texture a city street scene that I am working on, especially the street and the bricks for the buildings. However, I'm not sure about the best way to texture the building. Should i take it into Designer and Painter and texture it there, or…
Hey guys, I got some normal map questions.. For example, I have a wall with a tiled brick texture on it. I also have a normal map to use with the brick diffuse. Now.. can I just tile the normal map too just like the diffuse? I did some test with it (with virtools) but it seems that the surface is moving and shifting when…