Great first post ryanH. Love that the background is real painterly. Maybe the bottom on the sky could use a black gradient though. The cables connecting on the house are pure genius. The brick texture is real nice, it's not overpowering with every brick painted, but it's just enough. This reminds me of Sly Cooper a lot.…
I was thinking about baseboards, but I want to go for a rough, painted brick wall surface, so there wouldn't be baseboards in that case, I thought. Would it look alright against the brick if I added them in, do you think? Here is the style of wall I am going for With an old worn an scratched hardwood floor:
Can you tell how meny maps you have?I cant figure out how you made the brick wall.It doesnt make sence when looking at your diffuse map.Or do you have a big brick texture also besides the diffuse you showed here?Looks damn nice!
Might be worth posting wires I notice a lot of smoothing errors around the scene. Mainly on the red brick pieces (center above window arch, horizontal line below window, roundness of the vertical columns) There also a noticeable difference in the UV scaling between the bricks of the wall and the columns. Scene itself is…
try setting your paint buffer to 4096 instead. for the bricks I would use triplanar projection so that you get uniform brick size across with not much effort. plus it will reduce seams. Also i would paint in 16 bit if your machine can handle it, because it reduces the artifacts when your bake down the textures
It does look nice, and the colour crits would be a main concern for me too. In the brick pattern a pair of things stuck out to me. The one edge in the middle grabs the eye, and shows off the repeat in each story. The lower one looks a little odd to have a brick pattern there, would expect something decorative or a keystone…
Hello, I have made a wall of bricks and a high rez version (via Zbrush), and when I bake in Substance Painter 2 and Handplane, they both output some odd shapes on the sides of the bricks, next to eachother. Here's what I mean Here's what the texture map looks like (Note the spots I pointed out with the arrows) What may be…
you could have 2 materials and vertex blend between them. Like a dirty/damaged version, and a cleaner version and then blend them together with masks and vertex color, allowing you to paint in variation non uniformly. or something like concrete over bricks and chip away the concrete to expose brick etc. There are lots of…
Your environment art seems to be based on your perception of realism rather than using reference. A perfect example is your wall with interior; you've got a wall with a brick texture and a window, you are trying to make it realistic, but a wall like that wouldn't exist in real life. The bricks are too large and you…
looks pretty cool. One thing that stood out that looks wrong are the bricks on Flynn's building. They look tiny and therefore don't really read as bricks, more like camouflage or something. Could also do with darker areas with the lighting and more contrast. Can you show us any texture flats for this? You using normal maps?