Oh yeah, there's no way I would consider trying to use that trick as a substitute for regular HP modelling, it's just there's a particular piece on this APC that it would be the perfect candidate for, which is this turret in the front: In all the reference pics I've seen the entire turret looks welded together as one…
So is the aim of this to produce a map that's playable and looks good? Or is it more of an art assignment? The reason I ask is because it does look cool (and Brink-y as mentioned), however it does look quite difficult to judge where the routes are for players, there's a lot of acrhitecture everywhere in some of those…
Why cant we use visual tricks in gaming? Its work in traditional art for centuries. IE reducing value and saturation towards the bottom of a static model to help "ground" it more with the environment. Its a CLASSIC painters trick used for years, but its not 100% accurate. Its not a matter of learning how to paint, its…
Love it, the brick textures look so nice in that latest shot. Would love to see some break downs of this now and how you went about making bits of it :)
Well, it took a little bit for my post to be approved and in that time, I was able to get a similar result by blending Brick Generators and using a gradient map. Thanks anywhoo!
Very nice!!! Only one comment, the hard edge of the corners of the wall.. especially as they are bricks... would be good to make them less straight and sharp. Looking forward for more :)
Yes, but I mean in relation to the texture. For example, a tiling brick wall being the classic. Or in the case of a unique 0-1 asset, the details in the texture in relation to the scale of the mesh.