Hey guys sorry I havent posted in so long I have just been tweeking my scene. #d sculpted the bricks in the scene not photsourced will post a preview of those for you very soon. I still have to work on the placement of the chains (they are going threw the gears) and I need to fix the tiling of the stone walls and the gaps…
There is a way that you can solve the tiling issue that involves actually using the same texture but at a distance it won't show as if it's tiled as much as it really is. Sort of like how you would have two normal maps on lets say a brick wall. One for looking at the wall at a distance and then another for when you are up…
I love light shafts, but that is a lot of light shafts. Looks good overall, I think your individual assets need a bit of work, floor foliage feels a bit stiff - the hanging stuff looks nice from what I can tell (no breakdown shot). Bricks are a bit boring, and rock textures feel a bit low res? just a bit blobby compared to…
Im on 2010. I'm looking for something that doesn't randomly generate copies but instead randomizes the placement of existing geometry. The specific use I had in mind was creating a wall of brick objects which would be placed perfectly and then being able to go in and noise up their position and rotation values to make it…
This is great! Only things that really stand out to me are the rows of stone bricks on the floor. Perhaps losing a row or 2 could help? Either way pretty minor. The back of the chair could maybe use some love as compared to the concept art. (may just be the angle) Only other thing is the book cover is really thin, which…
So, fuckin wow. That lighting looks, unbelievable. Really awesome. I liked the slightly foggy look though. I think it's because the front block building has a really tiled, normal mapped video gamey look. Like the background and transformers and stuff look great. But, I dunno, maybe try adding tesselation or POM to front…
this is looking great! The only things that really pops out at me is the tiling of some of the bricks, maybe offset or even vert painting some variations as you mentioned would help. The AO seems a bit tight and strong at the moment, especially between the sand and the structures. The trim thats sitting above the base…
You have a solid scene here, but the biggest issue is that it is really hard to get a sense of scale in the scene. The garbage can thing is about 3/4 the height of the door, the windows are way better than the doors, the detail of the tiles looks way bigger than the brick walls, and those lanterns above are huge compared…
Wanted to get another update in on this before I go away on vacation for a week. Sculpted more surface detail and edge wear in on the well itself, still a long ways to go though. Redid the bricks as well, although I still plan on scaling them in a little bit more tightly. Much happier with them now than the original…
Sorry if things are a bit unclear, i will try to explain it a little better. Lets say i would like to make each plank, in this texture, tile on the left and right side inside Zbrush. How would i do this? Most of the tutorials in the link you showed me use the canvas and drop meshes (bricks) on it to create a tiling…