Too much white highlight stuff going on with your bricks. Also the light is too bright imo.. this feels more like brick building on a soccer field at night. erh.. and way too many stars on the sky.. and the are too big :p but yeah... things aren't blending enough. you can almost make out every single brick on that wall. I…
Thanks. Yeah there is a normal map for both brick layers. The colour between the cracks I suspect have to do with bump offset which I also applied to both layers. The cracks, which is the black part of the height map of the white brick is what 'leaks' the other brick layer I think. :poly142: Not sure if that is even a…
Yeah that sounds best for the cliff like thing to the right, but again, the ruins to the left i imagine like this http://promotional-tours.com/wp-content/uploads/2010/09/Sirya-palmyra1.jpg . So I could use a tiled brick and stick individual bricks out of it. I guess it'll mean the tiled brick in the ruins won't have much…
Those look great! My only beef is with the doors in the alley, or rather the lack of door frames. I'm not really sure what is holding up the bricks at the top of the door. You where careful to make sure bricks where not cut in half, thats a good step but you need to finish off the doors. Actually when doors are delivered…
It's not to match some target offline render , rather do what you see in reality. It's just offline renders do it much better. The main issue with typical PBR workflow, metal-roughness at least is that it's usually totally locked and inflexible. Serving the idea of being fool proof so silly low IQ artists wouldn't do…
Hi, After watching introduction lessons from Allegorithmic, I finally started to make practices. This is my first substance. Here is a shot from the current stage. Now here is my question if anybody wants to help, is there an easy way to place brick for each line differently, I want one line equal, and the other one as one…
I know this is something simple, but I'm having troubles. I'm trying to unwrap this tapered/slightly-stylized building piece so I can apply a tile-able brick texture. The texture tiles straightly on one side but bends away on the other side. I need the two building faces to be seamless because bricks continue to the other…
Here is how I'd do it: First I make my base shape, in this case I just beveled a cube for a brick. I snap the pivot of the cube to one of the corners, making sure that it's in one of the outermost verticles. I duplicate the cube and snap the copy to the matching opposite corner. I click shift+D to duplicate with transform…
Hey, welcome to Polycount. Some things to consider for your environment: I really haven't much of an idea of what this scene is. Some sort of capsule in someones basement? Your texture resolutions are inconsistant throughout the scene. To help you with this, when you're UVing your model use a checkered texture (b/w…
The dramatic side of a crime scene is indeed a good choice for lighting practice. Do your best on it ! For the materials, i think it is a good start. The brick wall is really good, the shape of the bricks and colors are very nice. As it is a dramatic scene it will probably be better to have more dirt on the tarmac and also…