Yep.. that's the basic unit of a modular wall. The texture looks a bit cinder-blocky, but that isn't necessarily a problem. Old stone can look that way sometimes. It looks like your texture doesn't tile vertically, so you could add some dirt/grime along the bottom to help ground it in the scene. Mostly, I'd encourage you…
Hey I am currently working on a project for my portfolio class. With this project I am trying to keep majority of things modular. I am new to this concept but I feel like I am starting to get the hang of it. I am new to texturing and kind of just went at it. I would like to refine that skill more. Please let me know what…
Well modular walls are usually really low poly, usually the reason you can bump them up is so that you can vertex paint on the surface to break up the tiling base with damange and dirt. In terms of the UDK, you can do alot of tricks with modular bricks like this, it takes a bit of work to paint a heightmap in unless you've…
Ok ill def rework the texture. A friend of mine said to make slight difference in each bricks shade of color which I thought is a good idea. As to answer Vig's question I am using Xioulies Shader with a Diffuse and a Normal Map applied. I do plan on adding a Spec map although I am currently researching how to do that. I…
Moss usually grows on tho bottom man where there is more moisture and less sun =) . Also I think you need to tone down your specular map, your bricks look wet right now. You could also give the moss a softer normal, to define the material better. Good luck...
So I assume that this is just a low poly block set that has a texture slapped on it? The construction of it seems like it should tile pretty well. Do they snap together at 90 degree angles? The part that needs the most work is definitely the texture portion of it. The moss you added mostly seems like green slime that's…
Looks pretty cool. What's the texture resolution? What maps are you using, diffuse, spec and normal? What kind of viewport shader are you using? The moss or ivy seems to be over ridden by the normal map? Also there are some shadows that don't seem to make sense, I wonder if they're spots on the normal map?