for the brick i would make a height map form a photo and use mask by alpha in ZB to get a decent start then add some detailing if it needs it. right now its just waaaay to perfect,spacing, straightness etc. thats what is making it look artificial. that brick building could use some trims to break up the solid wall of…
nice, id loose the grey transition from the top and change it to water damage, and along the bottom id shorten it alot and replace most of it with a broken underlay of a different type of brick
Made a brick texture and finished the modular roof :) at this point im going to start importing the models and materials into ut3, i just need to find a way so it does not compress the textures :S
looking pretty good! the new transitions on the upper wall are better, but the bottom part with the brick is really too big (high) i think, it tiles really obviously and doesn't look very natural. I think what SHEPEIRO said originally is a better idea - just have a very thin part chipped away, like probably not even the…
did a bunch of tweaks to the lighting today and added: +decals +gate,box,rubble,wire models + lighting work +scene set-up need to add: +make trip for brick windows +add water streak decals for the windows +maybe 1 more garbage prop :poly141:
man dynamic lighting makes me cry just use static pointlights. I didnt bake it in my folio and I wish I had, because as gamedev stated once, you get a nice sort of AO feel to the lights (I reckon this is partly due to lightmapping res, a nice side effect) Your lighting is going to show up as red in light complexity, no…