hey Substance Designer And Zbrush Personnal Work 01. sloppy brick wall Material study of a sloppy brick wall created in Zbrush and Substance Designer. https://www.artstation.com/artwork/XBZgrn
Why not just have a combination of texture and geometric detail on the floor? The smaller and flatter bricks could be just normal mapped, while the larger and higher bricks modelled.
Here's some progress on my project: I did a black and white test on my render and realized the contrast on the wood and the stone bricks were too similar. I brightened up the bricks, and bumped down the contrast on the material. I also darkened the wood and added more contrast. Much happier with the result. I tried many…
On your alley scene: I think higher contrast lighting would help it out a lot. I actually just did an alley scene a while back and got some excellent crits on lighting. In cities, there are a lot of orange hued lights and fluorescent lights that give off a white-green hue. You could use some orange lights off camera, and…
"I want to make this amazing" This scene uses normal maps, but low detail modeling. You started to model detail around the windows of the big building, but stopped there. There should be a LOT more detail at ground level. The materials here are tiling textures laid out on bigger texture sheets. You should be using tiling…
great tut! thanks! and progress here is looking good, but I have to agree with Rhinokey on the chimney bricks. A smaller brick would be much better imo