Texelion, Yeah if I was approaching this project by myself, I'd be bricking it. But I have a mate who's an animation who will be helping me out with the rigging. So its going to be a nice little challenge but I'm sure I can make it work in some way, shape or form. As for the head you are right and I've addressed it and its…
That already wouldn't tile correctly within the quad on the right side. The way I did this sort of thing in Max is to make a single quad, arrange the high poly bricks within the space of the quad then duplicate that bright work to the right, left top and bottom sides and make sure the brickwork still fits together. Then I…
200 game NES Cartridge. My jam was Super Mario Bros. My mum's was Tetris. We only had one NES. Immigrant family and w/e else we had on our plate. Broad think she could stop my Mario time. Anyways, who thought floating bricks with this weird Russian music was any fun?
Kickass! I agree that a little color wouldn't hurt. You could easily do a few color variations on a bunch of assets and get instant diversity (...at least a bit more). Blue painted pools, different roofing colors, different wall materials (brick, vinyl, stone, colored windows etc.) You probably planned this tho. Can't wait…
looking really good, the only thing that stands out to me as odd is that sort of 'n' shape on the bottom side of the building(most obvious on the furthest right angle) it is hard to read in the concept but I would read it as 2 large stone bricks or maybe even 2 large crates. Also it would be cool if the windows were…
Damn sounds like the majority aint loving it too much. But hey thats the point of a Beta! All movement issues of course will be tweaked. Even if it takes multiple updates after release. I shouldnt tease CS:Go attempt at upresing CS, but this image is great. *Pro Tip for hiding cheap BSP Brushes* Just add random bricks into…
Your bus does look a little narrow. I know you have the brick as a place holder and all, but I think you should really make sure to breakdown the buildings, remove 'chunks' from them, and make them very worn and destroyed. It will make the image so much cooler than just having intact buildings with vegetation growing on…
Oh, I remember you from before :) (from when you posted your sculpted bricks). How did you get on with the Tobias Koepp course? But yeah, if you spend some time learning a bit more about painting it will definitely help with your texturing. I really like the style of the pirate wharf and the low poly ruins, btw :)
What program are you using? There are scripts to auto-scale UVs to a specific texel target. One thing to do is grab a character from the pipeline and insert it into a 'texel setup' scene. Just have the character and a mockup wall with a brick texture at your 256. You can then import assets into this scene to gauge the…
just gave it a try. this is AMAZING! i was speechless when i saw it. EDIT: just tested with a vertex shader. even though its all receiving the heightmap from the bricks.. i think it still looks ok. for something dirty like this it works, but i guess if you were painting snow or water, the heightmap may stick out a bit more.