Didn't work either. I did make a new document and started over. with every brick I added I did another grabdoc to make sure it kept the height information. I did the same process as the first one, but this time It didn't mess up. I don't know what caused it.
The density itself is less relevant than everything having consistent density. If everyone sticks to the same density a team can be pretty certain everything will look similar in terms of fidelity and that if they're sharing texture resources (eg. a tiling brick texture) then they can be sure there's not wild…
Just showing some base framework I'm setting up for the pipeline. to work on the trim sheets so no more updates on the scenes until I can finish this. I made a Substance to compile the sculpted brick and block mesh-data, and a substance to put them in an atlas and select the one I want as an output.
God damn, so many emotions hit me like a ton of bricks at the end. I felt joyful and incredibly empty at the same time. Either way, it's one of the best games I've ever played. I haven't played any other title that came even close to getting me as involved.
I mean, does every object, even the modular ones, has it's own UV Map or the modular parts share some UV maps and have the same texel density. I see no difference in the brick texture and that's why I'm asking. Sorry if that's a noob Question. I'm really confused with Environment texturing.
Sent you crits on msn, but this is looking much better, especially that brick. Those curtain windows are bothering me the most right now, looks very out of place right now compared to everything else. Just need to get those other fixes in and some more renders/angles would be cool :)
I feel like I'm starting to hit a brick wall in terms of form here. As much as I try to emulate Makkon's sketch I can't seem to perfectly match his flair. :( Anyways, some progress. I know it's pretty had to see that anything's different, most of the changes are fairly minute.
Thank you. My issue wasn't due to scales mismatching. I can create a few buildings and displace bricks out but at the edges the building will split at the edges sadly. Those edges are also uv seams which are not avoidable as even a single UV shell still has seams (the surrounding edges of the shell)
Use bricks wisely I suggest to learn simple shape/form of rib cage and pelvis and how to connect them What @@bkost is doing is much better starting exercise then what you are doing , check his last few posts https://polycount.com/discussion/155970/bkosts-improvement-diary#latest
Making some progress in Unreal now. I'm still fairly new to it, so figuring a lot of things out as I go. Will likely change that brick texture but for now I want to move onto some other pieces and do a first pass on a few more assets before I start iterating.