Fairly entry-level, but my experiments in using chained bump-offset parallax in UE4 have yielded this cobblestone material. Each stone in the tiling texture is given a unique value, which I add another value to (incrementing per repetition) and feed into a cell noise function. This way, every stone can be given a unique,…
that stone platform your well is sitting on, is brighter than the well itself. generally, you'd want that to be other way around. I hope you don't mind me overpainting. It's quick and dirty, but you get the idea. also, can't help it, but unique mapped stone base is feels kinda waste of UV space. same thing goes for all…
I'm leaving it up to everyone else. These are just the most voted for. I have more concepts and more people are still going to posts concepts to chose from. This is just how it stands right now, a lot can happen in 8 days. Also if it does get selected you can make the stone how you want, and tailor the scene, you will…
Hey man, this is looking really nice! I love the little doo-dads you've added. The brick/stone texture also stands out as looking really nice. If anything the bricks sticking out of the stone feel like they've been pushed a out a little too far. They also look like they've been displaced by a uniform amount, which feels…
i was refering to the last time i went to brighton and randomly got stoned (stones thrown at me) along with some old lady , we were just standing on the peer .... [ QUOTE ] clubs tend to be uptight about letting large groups of men in and would proberbly be abit weary of a man with a hidously green face [/ QUOTE ] - but…
Im currently working on this Gargoyle for a UT3 mod, here are some Zbrush renders of the almost finished sculpt: The idea behind is is that a stone structure is under his skin that is also breaking through it at a few places. The wings are more of a stone skeleton which could be used as a weapon because clearly no wings…
Don't forget you can also combine with vertex color for color variations, even though you're limited to 1 material. Brick/stone for example can be multiplied by vertex color to get red brick for chimney vs. tan brick for steps. You can even do gradients with vert color (green moss at bottoms of stones, or dirtier house…
@teodar23 Thanks for the feedback! I'll definitely do another pass on those things and fix those mesh gaps. And you're right the stone material is worth revisiting. I unintentionally broke PBR and gave them a slight metallic value, and kind of liked it so I just kept it in there. I'm thinking I'll use a vertex mask to…
OBSG Game Update MODELING & TRIMSHEETS I've continued with modeling environment assets while also working on a trim sheet which we can use for most of the environment. I did the Gold/Hieroglyphs/Wood trim sheet while the other Environment artist worked on the Brick and Stone trimsheet and my assets. This is what mine looks…
That floor normal looks very good imo (the trick is just color picking some colors from your normal and fill them flat on a brick surface on Very low opacity - its a bit of try and error, so dont overthink this) The stones on your door look very blobby and soft however and not nearly as good as the material definition of…