also your main brick texture, wel the one on the bridgy thing has a very repetitious pattern of brick colour, this more the typre of brick work done on a fancy house or something, builders would not use such for a warehouse and it just looks very repeated instead. id mix them up to make it more random. i also totally agree…
@Kenny, Joopson : thanks :) @e-freak : I'm about to try out multiple approaches and see what works best. Maybe using a combination of both techniques will do the trick :thumbup: Currently testing out some vertex blending for the base wall : Will add vegetation and slightly tweak the vertex normals to improve the blending…
Well, I assume those bricks are fairly small. What I mean is that you can actually make a single texture set (256 or 512 depending on what you are making it for) that is a tiling brick texture, and then place different UVs for each brick. You will have varying bricks and use less texture space, plus have higher texture…
This is a fence made out of individual bricks and are all attached together. I think if I unwrap them on one UV map, the normal maps and textures will be of lower quality. Should I create one UV with many shells for this fence, and sculpt all the bricks and then bake? Or should I sculpt, unwrap one brick, assign the same…
Hey all, thanks for your comments. To those who mentioned the bricks, thanks but I have to say, there's nothing special about the way I made them.. I've made tileable textures in Zbrush before using the method Holland mentioned, make a few unique pieces then rotate them around and reuse them. This time I wanted to…
Anyone know how he sets them up? There so beautiful, I dont want to directly link his art. But if anyone knows how he sets up his settings please share!
As for the metal on brick, I do not have a reference. The original idea was cracked stucco on brick and then I was asked to do rusted metal on brick. Where the brick is showing the metal is supposed to be somehow peeled back and I'm not sure how to nail that. The brick is going to move as it's placement is in the wrong…
say you sculpt a brick wall. It looks amazing. It took you 2 hours. A week later it is decided that the bricks need to be 50% larger. A week later, the size is good, but we want 75% of the bricks to be damaged. If you sculpt them each time, your soul is dying and somebody is losing money fast. If it's setup as a procedural…