Both can be used. One serves one purpose and the another does tha another. Yeah you can have a dirty version of a texture and vertex paint that. But you don't always need this. Sometimes its enough if you just use like a tint with nice blending or something. You can also use height map based blends to get more interesting…
I think for the most part it looks good. However your textures are in a desperate need of some color variation. Right now it looks like most of them are just the baked maps combined with a single flat color. Here's a few examples for you of some brick walls: 1 2 The blended moss on the pillar in last shot doesn't look very…
For large structure such as big building normally I would do tiling and trim textures. Tiling for bricks/ concrete/ plaster walls etc that required to tile across U and V, and trim for the metal frame/ wooden pillar etc that only required to tile on one direction. And also unique bits and pieces texture sets for sign/…
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In what game will there be 400 unique houses? I'd really like to see/play it! I'd go with what some others have suggested. Model a few different variations(or hell, model one basic house and unwrap it with some space for attachments, then duplicate it a few times and do a few different attachments on them: window frames,…
Well, if you saw 'The Social Network' you'd know that Garfield's hair is always about twice the size of his head. Anyway, yeah, the teaser doesn't look great to me. Do we really need to see the origin yet again? In all honesty 'getting bitten by a radioactive spider' isn't exactly the strongest plot point put to paper.…
Its a good start, I like how you have the large open space its very appealing architecturally speaking. However, I can see some issues right away. The bricks in your wall material are too large and the lighting can use a lot more refinement. I recommend observing photos withing a similar setting and try to mimic the…
Thanks peanut! :) Update! I worked a bit more on the ruins themselves (re-made the brick texture) and also re-made the ivy. Apart from that I made a little cave to go below the collapsed ruin floor. Cave is obviously far from being finished yet! Also sorry for the pretty low res screenshots. Haven't figured out how to take…
So, I haven't posted an update in a while. I was tired of posting very small updates, so I am going to post updates as I finish (or get close to finishing) assets. This is the latest asset I have been working on. There was a little too much perspective on the camera when I rendered, so it looks slightly skewed. The bricks…
It depends on how much screen space will the asset occupy. I'd say for background or a bird eye view you could get away with one mesh with unique UVs. Making it modular is probably a good idea if you plan to re-use the parts to create variations of this building. If it is unique landmark prop, then making it modular would…