You just add more geometry to the model, duder. If you have everything on one texture sheet, you need geometry to make up for the lack of tiling capability. That way you map each face to the brick area instead of tiling the texture in the mat editor/uvs.
very nice work Xoliul. I've always been interested in doing a bridge like that after playing through gta4, just never got around to it. What I love about it is that the tile-ing is not as obvious or noticeable as lets say a brick wall or some ground texture.
That pile of stone/brick is way too hi poly. I would just make it one single mesh for the pile and outline it. The bags on the back of the cart look a little high too. Other than what others have said, you're looking pretty good otherwise :)
Alright, here is the weekends progress. I more or less finished up a brick archway. There is still a little tweaking when it comes to the Spec map, but otherwise its pretty much finished unless there is something glaring that I missed. As always, I look forward to feedback and criticism.
990 tris and only diffuse 1k map. Sketchfab and wireframe you can find there https://www.artstation.com/artwork/P0dk4 and some Substance Designer materials: ceramic tiles https://www.artstation.com/artwork/ZYK4R stylized brick road https://www.artstation.com/artwork/60Kk0 stylized ground
What i got so far, anyone know why when i save the iamge from photoshop it goes really dark n contrasty? I used the marmoset brick texture atm so its not jsut grey will change it to my own texture later
would be useful to post wires and flats. 22k tris does seem like a lot... but the learning experience excuse is a good one :P It looks okay, but deffo a few probs: The brick section near the top looks too low-res, and the bricks really don't fit their sections, the ultimate approach really is to model each brick seperately…
Actually I believe there is a seam there, you can tell the bricks don't match up perfectly. I do have the wet drips running down bricks as part of the shader, and that would be the only thing procedural. What i think is happening here honestly is just the power of how UE4 handles physically based materials and reflection…
Erik, this looks great. Two things stuck out to me on the close up of where the ramp meets the platform: 1) The pattern on the diamond plate (thread plate) looks a tad too big for the scale. not sure how it would work being smaller though, it may look 'tiled' if you make it smaller. 2) The bollards (with lights) at the top…
I'd unwrap brick texture and normal map, but triplanar dirt, and vertex paint for brick color and dirt variation (more verts will be needed for vertex paint). What if fortress needed to be rotated, triplanar brick would look bad here. But for dirt it's ok. Unwrap with box projection all different parts with same box size…