Hey people I don't know if this has been done before, but as I haven't seen anyone show it off or mention it I thought I'd share it as it works pretty well :) I'm sure I'm not the first! I thought of this way to help make re-used assets look more unique from each other using vertex paint to offset texture coordinates.…
I was just wondering if someone could tell me where I am going wrong. I am currently doing a church in 3DS Max for use in the Unity engine (build will be a Windows Standalone.) I know that the problem is my UV mainly and I don't know quite the best way to set it out. I know that I need more brick space but with more brick…
Hi there, I have a few questions about the unwrapping workflow in preparation for using Quixel. After importing a model I created into Quixel I have now seen that because the program uses tileable textures and not polypainting where I have a break in UV islands the textures don't match up. For example using the brick wall…
I cant for the life of me figure out what colors work together and what colors don't in an environment. Whats quick rules of thumb to make sure the dirt doesnt clash with the grass, or the trees look like they dont belong there? All my scenes look like grass from Canada, trees from Britain, dirt from Australia, brick from…
Hey Guys, Here is a small update, Went back in and started to Retexture some of the Old Assets, Cleaning up bad Geo, Really bad UVs and set up a pretty good High poly Bake. Also I'm Blocking out a more realistic Neon Sign to replace to old sign. The Bricks were created using the "Adobe" Substance Sampler (RIP Alchemist)…
Create a few straight bricks use the bend modifier? Create a few bricks arrange the verts by hand? Trace the bricks out with a closed spline, convert it to edit poly and bevel or extrude?
Ok so i had a problem, i had a mesh half started that i threw into zbrush to test how well it would sculpt. But i got carried away and spent a lot of time without going back to modo and adding more geometry. So i came up with a work around that was actually surprisingly simple to do and worked flawlessly. This is what i…
Depends on how much mesh detail you want and your other restrictions. If you put that detail into a texture, then you could just do a tiling texture for the "wall" parts. A strip of a trim texture for the arches. Then a unique texture for the stairs. Then maybe another tiling for the path. Combine the path tiling and the…
Welcome to Polycount. First off, your images are PNGs which download slowly. Please have a read the sticky Information About Polycount & New Member Introductions, especially "Make Your Artwork Easy to View" which explains how to solve this. Your brick is a good start, but lacks specific detail, So it looks like just a…