*Sigh*... I promise getting crits on the forum is as hard as finding a job is gonna be. Anyways, here's another screenshot. Lowered the saturation a little bit, made some small blocks to cover the transition between floor stones and the tiles in the back. I also tessellated the floor stones so I could get some more volume.…
My first block out in unreal. I wasn't really feeling the arches though, so I made some changes. Here is my new layout in Max: (These are just block out meshes... All of this) I started working on stones, because, it's a Dark Souls inspired environment. I'm going to need lots of stones! I have yet to do any broken ones, so…
You can make a height map from an image of stone that has the look that you want and turn it into an alpha. Then put some radial fade on it so you can't see the edges. Then use the standard brush with that alpha and a low intensity and drag rectangle all over the brick until you have some stone texture. You can use a few…
That turned out great Daniel, the stones have a natural looking variety and they blend in very well. Also the last color update pushed it alot. What was your thought process when finding the right size of the stones ? You have alot of variation from very big to very small. Do you handle these only in different tile…
Saw it, loved it. 100 times better Peter Parker than the old. Loved the humor and the relatablity of the character. And god lord, I thought it would be hard to find a girl that could match red head emma stones beauty until I saw blonde emma stone. Totally feel in love with her all over again! hahaha :) And totally agree…
I think there is too much contrast in the textures. It seems like it may be that your AO is too harsh, but it could be the normals as well. The areas between each stone piece and the texture of the stone surfaces have too much shadow and noise, and same with the wood. I also agree with pixelpatron about the roof. Good…
hahahahahah lol, Ahem I meant it in a "so to speak" manner when I said "Stoned" not as in real, I dont even drink tea lol. But hey you dont have to worry about Modelling so much as Im sure you will find good support here and well I would love to help you when I can in ur modelling skills while you are not "Stoned" :P lol
The sharp texture bring out the "sharp/low poly" nature of the model even more. Not to mention that usually if you can use 512x512 textures you can use much higher polycounts. Maybe try 256x256 instead? Also the texture suffers from mild stone effect, what i mean is all the materials kinda look like stone, its rather…
that would be urban. This looks like its in some vast open space, I would throw in some background hills. get some atmospheric fog going in the bg and make the sky a bit greyer soil wise it looks very sandy which isnt really very fitting, normally you would expect, cowshit and furrowed mud, lots of puddles and the odd…
I had though about doing it that way at first. It would give me good variation between the stone in all axis. But then I realized that I didnt want to put that much time into this, seeing how UC starts up next week. I am going to go back in and touch up some of the stones and give some of them harder edges and…