this keeps looking better and better ;) I will add also that u need to make some dirt/drakening where your stairs meet stone wall (small one that has fire on it). Also mapping of horizontal wall pieces doesn't match with angled ones. The cut in stone texture is clearly visible.
Stone Wall A small project I made to chill out, I was very inspired by the incredible work of Vincent Dérozier on AC Odyssey, especially with the Mycenaean Collection. It gave me the envy to produce more stone surfaces ! 100 % Substance Designer, rendered in Toolbag. Artstation post…
If I were you (I'm not, but if I were), I'd go more in this direction with the lighting. More contrast, mostly blue, with places are stark orange to really add some colour theory nonsense. Also, add some specular to those stones. Stone can be pretty speccy at times. (especially when it's raining!)
You can try to use your array as an emitter and use the stones as particles. Might sound a bit over complicated, but give you a lot of randomisation options. The array geometry can be a single vertex or face and the emitter has to be setup accordingly to assure that you get one stone per face/vertex.
Looking good man. You should try and make some of the edges less even and sraight. Also you seem to be treating your stone the same way you are treating your metals. Most of the time when you get an impact on stone you will get chips come off rather then a slice.
Hi Eric, Thank you for taking the time to respond. I will try opening the gTifs in work on monday to see the UV's in 3ds Max. I think, this is similar to what I am supposed to do...except I am to have one texture Atlas containing repeatable and non-repeatable textures. The first UV channel is to place the islands over the…
Cool stuff you got here! But in my opinion, to really bring it to life, you should add patches of random dirt and dust in between panels. For example, the stone tile floor looks good but could use some variance like cracks or dirt for the parts in between each stone tile. Keep it up :)
The building colors all seem stuck in a middle-brown. Moving the walls more towards white, the stones to gray, and the chimney top to a red clay would add a bit more variety. The chimney looks rather forced; the 45 degree stone poking out of the roof is odd, and the cap seems rather ornate for the building.
I'm still in this. I burned a lot of time re-doing the material system so that I could basically turn Unreal into Substance Painter. I have master materials for the different surfaces (wood, metal, etc). This lets me use the same wood material (with slight variations) on all my wooden surfaces. All the coloring was done in…
Made a small diorama that will be used to formulate the trims i need to make to texture this environment. Current number of elements to put on the trim sheet. Wood Beams, Small Bricks, Big Floor Bricks, Tiling Sand Texture, Tiling Stone Texture, Stone beams Working from this piece of concept art. Any comments/critiques are…