Progress for today: Since I'm not using the full stone brick material anywhere (no UV fills the entire 0 to 1 space), I decided to customize it a bit so that I can map large and small rocks to different parts of the textures: I puzzled this piece together by doing some cutting in the UV and mapping it to the stone brick…
I think the main thing you need to watch out for based on your latest image is obvious tiling. It's particularly obvious when you have a very distinct feature, say a piece of graffiti and then repeat it, but it's also noticable in some of your brick walls where there are particular bricks that stand out. If you did want to…
Hello. Yes that will work in 2.5d. but then I lose the ability to sculpt the ends of the two vines together so it becomes a completely seamless vine that I then can export texture maps for. There must be a way! The closest way I found was Tate Mosesians method for creating a seamless IMM brick texture. However I found when…
Well it's kind of hard to tell with the lighting in the color texture. But the ziggurat kind of height seems to be OK. There's some blocky shading going on in your renders that looks like errors. Could be the sphere is flat-shaded, so there's no smoothing between polygons. The normal map is a bit mushy overall. The highest…
Good start. What's it rendered in? Got textures? I think your normal map on the bricks is a bit blobby and could read better with some sharper detail. The bricks themselves look very round, almost soft, given how defined and sharp they are in the reference. Where the roof tiles end and there's timber, I don't think that…
If I were you, I'd go ahead and opt to add extra resolution to make the edges more natural. I would add slight curvature to take away the "perfectly-built-and-lined-up" feel and add some character to the scene. Make it feel weathered like in the concept. Add some oddly placed bricks here and there... bent wooden rails,…
hey thanks pliang was thinking same thing about sign and danr you right will look at little things. But you say look at models before textures, but u only commented on textures, what model wise should I fix should have update by end of night edit: small update fixing a few things like: -Road width -Sign texture is much…
What are the implications of Nanite for procedural generation with blueprints? If we look at environmental design and especially buildings, why would you use for example Houdini to generate large chunks of buildings procedurally, while you can now just use Nanite and Blueprints? Let's take a wall for example. We can just…
With tricks like using the rounded edge shader to bake normal maps(popularized by Tor Frick), the bundled Mesh Fusion coming in 901 and supposed support for Mikkelsen Tangent Space I see great potential for changing the way we think about modelling high res geometry for baking maps to use in games. We don't know the full…
Is there any way (via script or otherwise) that you can scale UVs numerically inside 3ds max 2013? I've got a modular brick wall mesh that uses a tiling texture. I need to be able to scale the unwrap to an exact percentage (800%) so that the mesh maintains the seamless tiling of the brick. Currently I've been unable to…