Great to see such a positive response! Thanks everyone. As for the method, most of these textures are done in the fashion of Rooz3d's/Behrooz (who is one of my personal heroes) and most of them are not unique, just creating a bunch of rock shaders, brick, tile, trim and blending them in about every way imaginable. :)…
I like how the tessellation is clearly just fan service :) The tech looks great, but it's funny to see it applied on assets clearly not made for it (the tire tracks on the muddy terrain, and the concrete panels with their reverse seam hehe). Yay for brick walls! The reflections, accurate shadows and bokeh all look great!
Fully procedural material of one embodiment of metal panels. Created in Substance Material. I think by the end of next week to complete a series of procedural different materials (wood, cement, bricks, metals, etc.) Some of them will be available in the public domain. Namely, the files are finished materials Substance…
I've had bad experiences with Toshiba brand drives, whereas WD can take a beating and maintain its integrity. Love WD drives. It didn't really brick, I dont think. The HDD malfunctioned, and all data on-board was lost, as well as becoming unusable. "Shit happens" as they say.
Welcome to polycount =) ...but maturity is. You seem to have some skill and some maturity so I think you'll get along fine. =) I didn't bother reading the brick-o-text at the top but it looks like you could use some pointers on creating UV's and making materials?
When I tried to pack normal map with other texture, it looked really bad. Default normal map compression looks better. If there are no metallic details, I would pack height instead of metal. Theres no reason to have full-black metal texture for brick wall, for example.
Going to start duplicating modular parts to build an actual block, and start adding alternate brick colors, window dressing, etc. Before I do that, posting what I have so far. Pushed the window masks, added some damage decals, created some curtains.
In the case where there are two similar models side for side, one is the high poly, the other is the intended low poly I'll put the normals on. The l-shaped bit of geometry is me thinking I might zbrush up some rough bricks to normal onto the wall. Thoughts? -- Kitty
Loking really nice, I love that cartoon. About lightning, in original it takes much greater area, while in urs it is only around a bike. While texture quality is good, wall bricks are to big. Anyway gj, I guess u dont have to copy all things.
Just a sidenote, I noticed there's a lot of shadow information in that brick texture. Generally you'd want to avoid that. Read pages 52-61 here: http://www.crytek.com/download/gdce2013_shining_the_light_on_crysis_3_donzallaz_final_plus_bonus.pdf Apart from that I really like your character stuff you got going on. Keep it…