Interesting structure. I feel like the scene needs more ambient light though as the shadows seem a bit too harsh atm. The vine leaves could also use some subsurface scattering. For the bricks, the wear seems oddly uniform on each (dirty flat sides, rims with white edge wear), but as if you wanted to show long term…
Thank you for feedback. I made another render with more toned lighting set up. Lucas Annunziata said: That's good question. I wanted to make old brick material for interior scene, but I couldn't find good references for that. So I wanted to create brick material that is quite damaged, but fairly clean at same moment. I…
id say its a decent start, but i feel it lacks charactor, your walls especially they look like they were set in place just yersterday.....i know your going to put a sculpt on them but they are to clean and neat for choas i feel. I would model in some damage. Also i feel your skulls are way to big you need to resize them.…
I'm sure I don't fully understand the possibilities here, But that top left is pretty wicked. I can see this being super useful in adding another dimension to reflective materials in "damaged" environments(like all the are lol). I remember aweing are Rage's reflections, But after a while they just seems like the cleanest…
Solved (kindda) but for anyone having the same problem reading this in the future... So basically, just use the brick generator instead. Tile generator is good for tiling a shape you have made. Youve probably seen this in classic brick tutorial on youtube etc where they make one haggard brick and tile-generator it. Thats…
Well, the idea of separating them into different objects isn't a bad idea. Your scenes will end up less complex but it's an additional step in your process and you gotta deal with some texture bleeding. You could, instead, look at setting up a texture atlas and do edge/global damage and dirt in separate masking maps which…
Nice work so far nastobi, can't wait to see this come together! I think the rims around the barrels could be rounded opposed to having hard edges - that way you can lower your UV islands. Subtle dents in your normal map will also give it character. Also, some worn, faded and scratched paint would also look nice. Something…
Hey Maxilator! Glove is looking pretty cool. I would suggest adjusting the seams on the 3 fingers with the seams running down the top and bottom of the fingers and move em to the side. As far as patterns go with fabric making, it just makes more sense...unless you possibly show that the glove has been damaged and self…
I personally like the concept direction a little more. But for yours, you might want to fade the textures more on the floor for sun damage etc... Maybe have that bowl in the middle emit a glow since it looks like it still has some coals burning. Maybe make the arch way bigger. The fire light seems a little to red ish in my…
Normal maps on cars depends on the model type. In modern racing games, just throw triangles at it, no normal needed for the basic shape and surfaces. Any rust/damage details can benefit from normal maps though. Tri count depends on the level of detail you want to put in. Is this for a racing game? Or a prop for a game?…