For that pile of bricks I would create 3 or 4 unique bricks bake them to low poly then arrange the low poly. If you think about it there are 6 sides to every brick so technically speaking you now have 24 bricks to play with from any one angle. You could also create a tiling rough brick texture and use it as the inside of…
I cant really see the sillhouette of that so from this angle it more or less looks like a rectangle with a curved middle. I am not too sure as to the purpose or the polycount for this but lookig at what you have made I would say you would be better to throw more polygons at that to get a better sillhouette for the low res.…
if you want all the bricks to be unique then its gonna take a while to retop and upwrap them individually you could try creating the lowpoly for a couple of them, duplicate and scale them for variation. the reactor physics engine in 3dsmax can simulate them falling into a pile
I have been avoiding making a topic for what seems to be a easy thing to do but for the past day or so I have not been able to wrap my head around how to go about doing this. I have this for my high poly(not taking it into zbrush). I am just not sure how I would go about making the low poly for it. Any help would be…
Thanks you guys! Some great advice going on here. I think the bake turned out good, and like CheeseOnToast said I can place some low bicks around the pile to give make it a bit more realistic. Might not be enough bricks or what I do have are too large but I think I have the basics down?
Thnak you, im in the process of trying that out right now! I should have showed though that for the low res mesh I actually did a different high res. For that one it was just a pile of broken bricks so there is not much sillhuette to it. Anyways there is no particular reason for doing this, just looked at what kind of…
i did something like this about a year ago for an ipad game not the best example since it was insanely low poly, but i basically made about 4-5 variations of bricks, positioned them in an interesting way, copied, pasted, rotated and repeated until i had a decent pile. low poly was just a simple block to cover the pile's…
You have a lot of undercuts and indents to deal with currently. Try re-arranging the blocks into a shape thst's more easily retopologised. Do you own Zbrush? If so, you can make a low-res unified skin from your high poly model then project all to act as a starting point for retopology. You'll notice that MikeF's examples…