A few more tutorials for you that should clear up any workflow issues you might have. These are both by Polycount Member Peris. The first one should be exactly what you need. http://www.brameulaers.com/tutorials/generic_wall_tutorial/generic_wall_tutorial.html…
Nice job coming this far along capone! You should have a look at this: http://www.svartberg.com/tutorials/article_normalmaps/normalmaps.html It describes in detail how to set up your low poly mesh and uvs and smoothing groups all so that the normals bake and display properly real time in your viewport. I think your major…
These zbrush tutorials are really good. You might learn a couple tricks here: http://www.cgarena.com/freestuff/tutorials/zbrush/pixozbrush/seb_projection.html [edit] plus they are free!
You really shouldn't need to put the little dent in there. If you are stacking these you definetly should not imo. Look at the Geo in this tutorial again. See no dents? Just major angles with the beveled parts. http://www.brameulaers.com/tutorials/generic_wall_tutorial/generic_wall_tutorial.html Keep at it!
Ah ok, yeah the beveled edges has really helped. Looking really good now, of course it's impossible to make it perfect unless I make little crooks in there. I did try this on one area but a) It left a odd unsmooth line in there and b) It's too costly on the budget since these are small bricks so I'm thinking that I won't…
This is just the initial base sculpt of some stairs. The lip is a set of bricks but as you can see it's all a bit 'clay' like. Maybe when I do alphas and little dents etc it won't be so obvious but I'd like to know if you have any ideas how to improve this at it's current state? I have been using standard, layer, pinch and…
Don't worry about the "smudgey" look too much. Like the tutorial above explains, you only need as much detail as your texture maps can hold. Just keep playing around with different brushes and alphas, and try to make it look "right". Most importantly, get yourself some good references. Example: This is looking, way way,…