Just showing some base framework I'm setting up for the pipeline. to work on the trim sheets so no more updates on the scenes until I can finish this. I made a Substance to compile the sculpted brick and block mesh-data, and a substance to put them in an atlas and select the one I want as an output.
Thanks for that I will look at adjusting the neck. The jaw definitely needs to be thicker as well. I feel like I've hit a brick wall at the moment because I just don't know what to do next, there are loads of things that I need to do to it I just don't know what to do first.
Nice observation Ivanzu. I love the random normal popping in the brick work and I can totaly feel the focus per asset which is needed! A lot of artists will bang-out as much as they can to make the cut and fix up whats needed but your attention to detail is spot on. Subbed, good luck!
nice! do textures use specular any normal maps? they seem to be reacting to the light in ways that diffuse-only textures can't. unless it's some illusion. i gotta say that i'm not sure what's the wall supposed to be made of though. it's too red to be concrete, too contineous to be bricks and too smooth to be wood.
Hay dude loving the updates and sorry for long reply. I think the main area of improvement are the textures that contain bricks and rocks. They could do with sculpting so you can bake the maps to play with tesselation or paralax occlusion that would really help these textures to pop. Also... throw this over to ue4 if…
I mean, does every object, even the modular ones, has it's own UV Map or the modular parts share some UV maps and have the same texel density. I see no difference in the brick texture and that's why I'm asking. Sorry if that's a noob Question. I'm really confused with Environment texturing.
Amazing job guys, thanks for sharing! Kratos, can't wait to see more of your stuff dude, I'm falling in love with those bricks man, looks fucking awesome! Any updates with some char work in the future? :poly124: Overall I think is a ton of quality here, Good Job Splash!!!
Thanks guys. I'll work on the rocks some more. :) Just a small update for now, I finished the bricks for the base of the windmill. Here's the texture breakdown: Next, I'll be working on the roof sculpt, and then I'll soon be ready to work on the actual modeling! Any feedback on the work I have so far is appreciated.
After finally managed to graduate at school, I decided to buy myself this cool program, and it to be serious it looks pretty decent. Still want to adapt the damage on the circle, and i want to place my juggernogg machine on a ground with a little gras on it, maybe behind some brick or wooden wall :) any suggestions or…
I think the wall is the part that needs the most work. The tiling is very obvious at the moment. I think your walls look to neat compared to your references. The reference has very rounded bricks, yours are very straight and aligned. Maybe creating a more random texture may fit this room better?