Ya now that you point it out the bricks don't really make sense for a wall it would be more of a brick like texture. I see what I can do about the moss on the XY Floor. Thanks for the critique Lucas!
Great initiative. Vary the volumes a lot more. Vary the colour brick to brick a lot more. Vary the contrast lot more. It's pretty easy to vary grey-scale if you paint your mid-tones and highlights in separate layers.
I would suggest you posting in the 3D forums, where all the handpainters are. you'll get more C&C :) For you first texture they are good, but you have the same recurrent flaws. I think your major issue here is that you follow a certain youtube tutorial (I know i saw that way of doing on a youtube video) who teach you to…
You don't need DDO. cgtextures.com or other photo sourced textures for buildings are pretty easy to get (brick, concrete etc). From a school/grading standpoint as well as a professional critique. It is a project on Venice, you keep saying environment and high poly. So go back and finish it. If I today decided I wanted to…
Lotekk - Thanks for the crits, yeah the bricks and wood or atleast the wood could use another pass and I'll probably give them one when I find time. I too appreciate the spiffy look of the bricks. ZacD - I agree, I didnt change much in it texture and modelwise though besides the engine. Just removed one wall and extended…
I think your green channel on your normal map needs to be inverted. The bricks are casting shadows upside down. Double click on your brick normal map and check or uncheck the box that says "flip green channel".
I think that roof tiles and brick wall need more contrast, like some dark between tiles and bricks. I agree with pixelpatron about composition. Proportions are confusing because of huge doors and small fence on the path.
@chomp The glass or the brick? The brick would be a very simple albedo texture, with the Normal and AO really making it pop, the glass would just be a solid colour with the majority of the detail coming from the glossiness / roughness map I believe.
Shape is too repetitious of the bricks as is the shade, you've got all those pixels, use them for different brick variations. Green needs a bit of shading, it's too light in value compared to everything else. Nice start though.
A fast, cheap but not very quality solution would be to create several brick models and a straight edged wall, then just repeatedly place the brick models on the edge to cover it. For example in Dark Souls it's done that way for example: Screenshot 1 Screenshot 2