They all look pretty neat. With the plaster/brick blend I feel like the transition should be sharper; the plaster kind of has a limit on how 'thin' it can be before it just gets wiped away.
Now, I don't know Polish, but I'm learning it from this thread. So Deski means planks,... and Tynk means plaster, so that means Deski + Tynk means, wait for it... planks and plaster. Good, one picture down, eighty to go.
I kinda finished the first module (although it's still missing the stone wall, and there is a lot to be improved in materials). I really like how the roof turned out, and it has way lower polycount than I thought it would have (3k tris). In the future, I will definitely make a new slate material, sculpt the plaster a bit…
Plaster Material [WIP] I've been working on a simple stylised plaster material for the buildings. Working on making it so I can change the hue in unreal and get some believable variations. I don't want too much noise or detail for this in order for a good read. Any crit is appreciated! Designer Graph
Awesome, thank you very much for the great response. I will be sure to make changes based on this! The wall is meant to be made out of plaster, and the bricks haven't been all that thought out. I think I'm going to go in and edit the wall texture to blend better with the bricks and make the plaster look like it's…
Been a while I posted something. I've been learning Substance Designer for the majority of time. I've made a mahogany tileable material and a trim sheet. Now that I'm kind of got familiar a bit more with the software I should pick up momentum (hopefully =) ) Next steps are to finish up plaster material and then dive deep…
@A_B Sorry for taking so long to respond. If haven't messed with this in some time because I was doing other things. As far as purely getting better vertex painting results (minus everything else I did here) there's this video which walks you through everything pretty well: https://www.youtube.com/watch?v=OPHnxGb6KHA That…
Making good progress! I think you need to define the transition from plaster to brick a little more its looking a little fuzzy. Probably highlight the edge a bit and give it some subtle AO along the bricks to help account for the thickness of the plaster. Right now it looks a little too much like it was erased with a very…
here's how it works atm. It works witha system where you create a material layer (from which you can create material layer instances), a material layer blend, and then a master material. The 3 work together to create the above. I only have 1 material layer and it looks like this. Also Since I've learnt about the reroute…
too much fog looks a bit polarised but looking good also would be nice: -collapsed section -dirt and damage pass on plaster -more localised damge, door off hinges sections of plaster missing -more mid level shapes like rubble or rocks or bushes to break up the squareness of the scene and naturalise it a touch.