A few things: 1) The bricks on the ground are hallow cinder blocks, the bricks on the wall are solid gigantic bricks. Not to mention the destroyed bricks look pretty low poly. Maybe if they where far off in the distance this might work but, considering its this close to the player/camera they require much more attention.…
Hey guys (and I think theres a girl in here somewhere), Ive got a workflow question... I made this little hut as a test / learning project to play with more techniques that Im still shaky with. The textures need a lot of work yet. These are MAX viewport shots with diffuse maps only. My question is about the bricks along…
The biggest issuse I'm seeing right now is noise, both in your textures and your normals. - There's an almost uniform strong bump all over everything and the scale of the bump is too large. -Also, the normals are too soft in a lot of areas, the edges of some of the bricks and sculpted accents would be sharp even being…
A little to much bump effect in the presentation. Some bricks have visible conections with other bricks texture / damage wise what and lift the illusion that every brick is a single element.
So I tried extending the bricks but I am encountering the current problem: I realise the edge bricks distances need to be exactly the same but the problem is that these 2 bricks have different dimensions.
Unwrap 1 brick. Select all the faces in the UV editor, right click, and pick Copy. Then select all the other brick and Paste. If the bricks have the same geometry this should work easily.
Rick: Surely spec maps and spec strength are the same thing? Brightness for strength, colour variance for... colour variance. Then just a greyscale channel for falloff. That's just an RGBA image (and I think Doom3 has been modded to use materials like this). Anyway, stuff like this is all just hacks and tricks. As Daz and…
If you're trying to create a broken brick variant with actual geo so it can show off some nice contours/etc while hanging off edges or merging into other materials from how it looks from your screenshot then I would just straight up cut into the geo that your tiling texture is running along. in all honesty though, this is…
[ QUOTE ] there is actually no keystone in the reference... weird [/ QUOTE ] As Tumerboy alludes to, there is ALWAYS a central brick at the top of the arch, and not a crack between two bricks. That's the keystone. Wether or not it looks different from the other bricks is gravy.
looks very nice. only thing that bothered me was the dark bricks on the wall, i think you should have more variation to the bricks instead of all light and a few dark. they look like tetris bricks.