Looks really dam awesome! Only thing I would suggest as HP said some sort of trim where the ground and bricks meet. I don't think it even needs to be a special brick or anything, some more variance in the terrain height would work and maybe a build up of weeds, plants etc. Some quick examples of what I mean, Example 1…
Bricks jump out at me, alot of the darker bricks are perfectly aligned and looks wrong/fale. Love the lighting and rain tho The overall proportions looks off the window look tiny and door frame looks massive it goes up to the where the light on the stop light starts. If you look at the reference i found the light is much…
this is looking really good so far. I love the art style. It is very similar to a style I'm going for in a game i'm working on. How did you do the mouth on the guy? Is it a decal that switches out or what? One thing I would change though on the brick archway. I would add some perpendicular bricks on the inside of the…
Yesterday i worked on getting the basics for my modular textures down so i can plan the main one out easier and also get my head around it. I also worked of trying to get all the brick parts of my environment the same sized UV's for when make the tiled texture for them. what it basic texture looked like in UE4 Brick Test
Yes i did only one question i have he seemed to scale the mesh to the grid and had one texture for brick etc I'm not sure if he merges those materials into one sheet at the end. Surely you wouldn't have one texture for each piece I:e wood,metal,brick,rock etc if you get what I mean it's hard to explain
Check the Polycount wiki for a good run-down of what each map does, specular is especially important to look at. Im not particularly experienced in 3D either, but to me everything looks very flat, its either brick or the whitewash paint/plaster. Maybe add some colour variation to the bricks? Might be worth looking into…
I feel like the "Food" writing should be a different color, it would help balancing out the composition. Currently my eye keeps going to the right because of how much it contrasts with the very red left side. Not sure if this is intentional but it looks like the bay area is made with newer brick from the rest of the…
I like the overall feel of the scene, but the bricks are kind of a let down atm. I think they just need some more detail in the bricks themselves, and then the grout to be a different color (more of a light brown/white maybe?) and then it will mesh better with the rest of the room, detail wise. Looks good so far though! I…
Yeah just go with gravel, it'd probably look more believable anyway If you were gonna go with brick like that, I wouldn't use a Mix map, I'd just model the pathway out of quads and use Face Mapping to quickly set up the tiling brick texture, that way it'd follow the curve of the path. And you also wouldn't need a Mix map…
Everything in this scene has a nice quality of age and disrepair like it actually is abandoned and starting to fall apart. But the bricks look very clean and whole. It looks like there are some nice variations in the color and roughness but some actual wear on the bricks would probably go a long way. Like some chunks…