I dunno why but I feel like the transition from brick to wood on the front face of the building is a little abrupt. You might want to add an interesting break either at the top of the brick (wider line of bricks, or some unique bricks) or bottom of the wood (wider post pieces or a build up of moss mold etc) to indicate…
I do usual stuff . "pick gradient" from photos or just 2-3 colors over some noise. It's all the same , just rare lack when it looks ok . Mostly it's never-ending tweaks, miss and hit that takes long hours. While surface sculpting is quite simple in SD up to very complex mix, the diffuse color always reveals it loudly -…
Yeah. I like it. Crisp and clean but not like all the Mario texture packs. The stone wall/cobble texture. Why did you chose to leave it half a brick at the top and bottom. Its not a big deal really. Just something I spotted. The normal brick texture is made of full bricks so you don't end up having half bricks everywhere.
I decided to spend a few weeks learning and testing as many options as I could for baking normal and AO maps. I posted my tests and the links for most of what I referenced as well here: http://www.polycount.com/forum/showthread.php?p=1914269#post1914269 The last couple of days I have been working on a vertex blending…
Well modular walls are usually really low poly, usually the reason you can bump them up is so that you can vertex paint on the surface to break up the tiling base with damange and dirt. In terms of the UDK, you can do alot of tricks with modular bricks like this, it takes a bit of work to paint a heightmap in unless you've…
Let's assume the high poly's topology is a mess so no edgeloops to remove, need a completely new mesh. Looking for tips to make this tedious job easier. Auto retopos are not working well, they don't respect edges very well even with guides. Manual retopos are tipically hard because I need to click precisely on the edges/…
I'll be honest, it took me a while of looking at this before it stopped hurting my brain. Something about colors, contrast and/or prespective almost creates an optical illusion that was honestly tricking me into not understand what I was seeing. The bricks and structure look fine, but the colors, lighting and composition…
If you're only using that brick texture once in your game, that seems fine. The mirror axis for the bricks does show a little seam, so you could move your UVs in a touch from the island edge to fix it. If you're using other assets that have the same bricks, you probably want to either move it to the corner and make it a…
Today I tried plugging in different base textures into my brick PSD with some fantastic results! Photo sourced rock texture: Filter generated rock texture: My technique for shading the bricks was to draw shadows around the edge of each brick and then put a light outer glow effect on the shadow layer. The top layer has the…