Hi Capone, I think you have taken the wrong approach entirely I'm afraid. Firstly, keep at ZBrush, as someone said, practice practice. The issue is that you are making something that can be made far easier using a different approach. The way I would go is : - Model a brick in your desired 3D app (heck, make a cube) - Take…
Hi there. I've come across this video several times already and the curve effect it is demonstrated is really cool. Unfortunately, I have neither managed to recreate it nor find relevant info that would help. Therefore, I would like to ask for an advice on how to achieve this effect. Video: [ame]…
I was curious if you guys know of any cool features in max that isn't know by many user because I want to know if there is any more awesome tools in max I can have at my disposal.
I agree with snake85027, and to add, I think the bricks are too large. Compare them to your reference. The bigger bricks mess with the overall scale and make the building smaller than it should be. For the brick texture, I think you're adding too much contrast to the actual texture. The contrast in the bricks in the…
Wow... great stuff! Crits: - its a little weird seeing two different types of wall materials. Wood with supports on the inside like a barn. But brick outside? - The deformed walls are a bit funky to see on a brick structure, wood I can see sagging, expanding and shrinking with age, but brick isn't really going to change…
It is a great idea but I would still have a clearly defined cement dividing element that is damaged but retains its edge. This way the broken brick doesn't intersect the divider. In the broken street reference it looks like they used cement to fill in areas with the broken brick they don't lay in more brick over the…
The stairs seem steeper in most of the reference pictures; aside from the first picture they appear to go up at a 45 degree angle. The bricks are a bit too large; each of the steps is (roughly) two bricks tall. Don't forget the shrubberies in front of the building; they'll add some color and break up the harsh lines.…
So lets say I've got a texture atlas with a few different islands on it. If I do a planar mapping of a square, scaling it down to match the UV exactly becomes quite challenging. Do you guys have any tips to go about this or do you just use your sad naked caveman eyeballs?
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You can use NDOs map converter and convert the tangent space normal map with your bolts to a curvature map, then place it on top of your other curvature and set the blend mode to "Overlay". That should do the trick.