Something about the relation of the stone bricks to the wood seems a little bit off. The bricks seem a bit too bright and completely desaturated so they seem to pop in comparison to the other assets. Maybe do a bit of color toning on them to pull them back a bit and give them a little bit of a color hue. Otherwise,…
I think the textures on the houses need some variation, a single pattern of noise/stone would never sweep from the ground to the opposite side wall in one pattern. There are no breaks, no seams, no small details on the walls (yet) so it just looks like you projected a 2d texture on the uv map and called it a day :D Houses…
If you will want to utilize some sort of vertex blending you will still need an nice quads on mesh, I wouldn't be so hasty about removing them. Consider leaving quads on roof and on walls to blend some moss or other things over them. Use tileable wood for window frames. And reuse the same texture for actual window. For…
I've got a texture mask representing stones set in grout, with white pixels representing stone and black pixels representing grout. Not unlike this! There are some operations I want to apply to the grout based on how far away a given pixel of grout is to the nearest pixel of stone. It seems to me that a Voronoi/Worley…
Hey guys, im trying to add something decent showing i can build assets and texture them. I decided im going to do a simple street corner in the city of a corner deli, and some surrounding buildings. Here is what i have so far please give me any feedback. I plan to bring everything in unreal to create a simple scene
Hi guys, just going to post this here for some crits if you guys have any. I've played with the free trial of dDo for a while now, and was pretty much lost without it when that expired, sooo I quickly bought it and made this. Anyway crits more than welcome. :D
what: simple maxscript that stores and reads per camera stored rendering resolution settings (width and height). You simply click on a camera of that list (list of your cameras in the scene) and it will change the aspect ratio of the safe frame and change your render width and height settings. Its quite specific but…
The surface wear and paint-chipping makes the white surfaces look more like stone or wood, in particular with those long horizontal scratches. If you're going for realism I think the scratching and chipping needs to be toned down and more subtle. Seems like the white surfaces has a bit of specular to them. You could bring…