I would use a normal map to fake the smoothness of a corner. I did a brick a while ago, it turned out ok. Just remember to give each face it's own smoothing group and for each smoothing group make it a separate UV island and you should be good.
At the Moment im Working on my Portfolio. I want to create some kind of temple. Like the Ta Prohm Temple. But at the moment i have a Problem. I think the Texture Resolution is way to Low Res. The Texture Size is 512x512 for the Bricks and 1024x1024 for the Pillar. Any ideas?
You just add more geometry to the model, duder. If you have everything on one texture sheet, you need geometry to make up for the lack of tiling capability. That way you map each face to the brick area instead of tiling the texture in the mat editor/uvs.
[ QUOTE ] I'm not too good with these organic things. Gimme rocks and bricks instead haha. [/ QUOTE ] What about statues? old trees? Organic alien structures? It's good to practice everything, environment art is a broad field. Cool thread bobo, i'll try and contribute soon.
Hey all, wondering if anyone has some guidance getting this shape with a tile or brick generator: Currently I am using a tile generator with an SVG node to connect the tiles together. It works, but if I want to change any of the tile generator functions, i would have to manually adjust the SVG, which isn't that efficient.…
The sword looks really good. Personally I'd add a bit stronger highlights in the golden parts to bring out the edges more. You might try this with changing mode of your brush to Linear Dodge. The bricks could use some more detail and color variation, like Tobbo said.
Hey I really like this! The textures on the hut look great - I think maybe the lighting is a little too harsh? It feels like the plaster/brick texture is being kinda washed out and you're losing some of that detail and contrast, even in the trees. Just my opinion - looks great!
Good progression, it's coming along. The barb wire is far too uniform though in the latest update. Also, not sure if this will be something you do entirely in the texture(s), but it seems kind of strange having a heavily damaged brick/concrete pillar when everything else seems in very good condition.
This is a great start! I think the wood needs a bit of modeled detail. The wood timbers on real houses generally sticks out some from the brick. So your model would be better if it has this raised detail. This page on the wiki might help you. http://wiki.polycount.com/wiki/ModularMountAndBlade
This is something im also waiting for, the construction or rubble meshes are really nice. Would be really cool to see more meshes and textures like wood, bricks, tiles, old metals, etc... There are already a lot of nice surfaces online but it fells like every surface has like 20 clones.