I was thinking about that last night passerby. I can just have all the tiling textures in map channel 1, masks in map channel 2, and light map in 3. I originally had the 3 brick textures with their own UVs because the bricks were different sizes on the texture sheet. I just need to match the scale of them in PS which I…
@Dethling Wall Pieces. 1. Blockoout scale reference in 3d program (Maya, Max, etc) 2. Zbrush. Load in blockout. Append a cube, sculpt a stone brick. 3. Sculpt a few more bricks, varying size and shape. 4. Place bricks on top of the base mesh and position. Duplicate them around the whole base mesh until covered. 5. Sculpt…
Noors: Yes I switched over to a 1/4 of the circle. Much easier and more efficient. I think the blue bricks makes it look a little more consistent. I'm going to add in some windows or supports on the main lower area to break up the bricks some. Vig: Thanks! Good crits. I've added those rear blades and tweaks the large…
Here are some quick ideas I had: 1) Use a tiling brick texture. Not everything has to fit inside the 0-1 bounding box space, its fine if bits and pieces hang way off to either side, so feel free to break out of the bounding box if you need to. 2) If for some reason you MUST have everything inside the 0-1 bounding box area.…
Thanks for the comments everyone. All this positive feedback really gives me the motivation to push this project forward I've 50% completed the walls and floor of the hallway, so i'll update you all with that very soon. Rick - When i run around in the room the stairs appear life-size to player, but i'll look into it. Also…
I'd say that the lines are a bit too random at the moment. Think about how these bricks could have broken apart; some bricks will have cracked along the edges into the middle. Search for reference pictures of bricks to see what I mean.
Nice sculpts! As far as the longer wall piece goes... How did you manage the HP? Was each brick assembled in max? How many poly's per brick? And for the circular pillar piece. Did you bend the bricks in max? Thanks for your help! Chris
The vertex blending can be kind of expensive, it requires verts wherever you plan to blend, you can save the tris/verts and use a simple B/W map as a mask. There are a few options and you don't ways need verts. But it depends on what app/engine you decide to do the final scene in as to what methods will probably work best.…
The missing plaster over the bricks seems pixilated, following the shape of the bricks too closely. When plaster flakes off, it tends to occur along natural faults, and rough edges are smoothed over time. Also, plaster over bricks is often quite thick.
Rob Macko: thanks Rob :) polycrunch: thanks! Makkon, maxivz, killnpc: Thanks guys. Anyone has access to these right now in the UT editor from our github account. I believe the assets will be released to the main public editor within the next few weeks. Ill set em up in engine and take some screens later today ;) WarrenM:…