model the ground around the building aswell, sitting a wonky building like this on a flat plane kills it just a little. also id suggest loosing a few polys in the pipes that are hiegher up and adding a few nicks and ledges to the brick chimeny, it looks a wee bit regular
Awesome, but.. 72Megs of textures!? The alpha texture is 90% wasted space, could that have been alpha'd vertices? Excellent modelling though I could have used double the polys and it'd still look like a brick. *Edit* Ah its not for real-time is it?. Nevermind.
Looks excellent! You just need some more color variation. Maybe some carpet or flags/banners. How did u do the tillable bricks wth the little rocks caught between them? Could u post z pic of the zbrush model?
I'm trying to unify the colors more right now, and I haven't even touched the ground, just grabbed a tile from somewhere. I'll fix the vines and the size of the bricks, update in a little while. Thanks for the replys, needed that, been staring at this a tad too long.
Just thought I'd let you know,Darkrusader, that I'm using a similar workflow inspired by your floor bricks. I'm creating a cluster of floorboards for a scene I'm working on that can be slotted together and flipped just like your floor in this. Thanks again for posting :)
This is for a dungeon I'm working on. I'm trying to hand paint it all as I go, because it's a skill I'd very much like to develop and I suck at it. Any tips, crits, etc, are appreciated. The bricks are just there as a size check for my walls, don't mind them.
tones are inconsistent, namely your planks have too little contrast yet your bricks have a very sharp cut off. and when people ask for flats / textures, post ALL present textures, including emission, diffuse, normal, ambient occlusion, etc.
here an overview of the top and the bottom is a render of what ive done so far texturewise. the building on the right of the firt part ive textured will be wood as well and the two others will be brick,im gonna add a few other things to the environment,but i dont know yet.
I think some non sci-fi looking stuff will help. Rocks and trees ? Walls and columns and corridors perhaps ? Or something made of out bricks and stones like altars and fountains and wells and what not ? You know, something made by human hands, but not factory-made.
That's the shadowmap doing that - you need to adjust your lightmap UV's Also in a case like this where you could easily make the pieces so that the brick seam lines up with the edge you should try to do that wherever possible to make it easier to hide the seam.