Rob Macko: thanks Rob :) polycrunch: thanks! Makkon, maxivz, killnpc: Thanks guys. Anyone has access to these right now in the UT editor from our github account. I believe the assets will be released to the main public editor within the next few weeks. Ill set em up in engine and take some screens later today ;) WarrenM:…
Im trying to make a brick multi-mesh brush. I can't seem to get the texture to carry over though. The brush consists of 4 different sides of the same poly-painted brick, but when I use the brush the bricks have lost their color and use whatever material I have selected instead. Any help would be greatly appreciated. :)
Looking great, the only thing that still bugs me is the cuts through the bricks. There are very few things that would leave a straight cut across bricks, normally the bricks themselves would fall out of place leaving a very jagged stair step look to the broken edges.
This is looking really amazing. I love the brick texture you used for the castles battlements. The corner stones, foundation rocks and bricks really make the wall that much more interesting. You can see some blending between the foundation rocks and main bricks but it looks great from a distance.
started sculpting the well. was trying to figure out how I wanted to do the bricks. decided to go with a row of rectangle bricks in the middle and a row of square bricks above and below it. I'm not that great at sculpting, so we'll see how this goes ^_^ it'l be good practice I'm sure.
I think I've been able to improve the brick material. I also vastly simplified the graph, and was even able to turn most of it into a single reusable node. I got this result by basically just plugging in a height map of the bricks and a Flood Fill to Position from the brick pattern into the node.
I'm thinking a nice rope hanging down this to the first brick platform? More vine, leaf and twig variation? Is it too bright? Should there be a wet grungy version of the brick texture vertex painted in certain spots to break up the brick? Starting to fill in the room more. Thoughts and suggestions are very much welcome.
Inspiring work! Would you mind posting some of the albedos? I'd love to examine how color is being applied as you're constructing the nodes. Also, I noticed the linear scrape pattern on the bricks. The visibility is varied per brick, but the interesting thing is that the pattern is aligned with the brick rotation. What…
sorry for the Necro, but is it actually wise to use normal maps at all as I have a lot of bricks in my VR scene and they just look off with normal maps ie they have a bumpy look, but just look wrong. The depth of a brick is not too deep, but maybe even that does not work. I noticed in the Half Life Alyx home screen the…
looks good but here's how you can improve it: 1. green - the mirroring is visible on all axes. im guessing that your mesh doesn't tile very well and you resorted to mirroring. modularity is good but it doesn't mean to do only meshes that repeat indefinitely. make a corner mesh or cover that mirroring with some decals/edge…