Yea I'll get to that...in a week. I'm going to try to focus on getting the rest of the big big parts of the scene done. Thanks for the brick crit though, gonna look into it.
No matter the tricks you use, you still need to determine what is the final target of your asset. And then, bake in the appropriate tools accordingly. For a simple portfolio piece you have a lot of choices - one of the safest being baking in the legacy Max baker map type and redering using scanline (non realtime). If you…
I've sort of run into a brick wall here, this model i've made is a very very simple model, but right now I'm just not understanding why it breaks into pieces whenever I start unwrapping the model. Is there a way to quick fix this?
Forge prop: Tried a little bit of a different workflow when creating the forge prop, I first started by creating a brick material in designer and then exported it over to painter. Designer: Painter work:
The brown stains leaking under the window sill are decals. The blue paint paint coming off the brick and the patches of damage around the windows on the top floor is probably a vertex blended material.
The materials are looking good, but some exaggerated variation in the light brick would look better, they all have the same tone now in the current lighting. Look forward to how this turns out!
Create the brick work as a straight piece, extract the edges of the curve you want as a spline. Use path deform and choose the extracted spline as the path. or brute force it in place with an ffd mod.
just cause you don't try doesn't mean it doesn't happen :D so to answer your question no I wasn't kidding It hit me in the head like a tonne of bricks.
The bricks in these latest few images are really large. Tone them down, man. Have you considered allowing more colour variance in these images? Perhaps adding some grime to them?