Actually I believe there is a seam there, you can tell the bricks don't match up perfectly. I do have the wet drips running down bricks as part of the shader, and that would be the only thing procedural. What i think is happening here honestly is just the power of how UE4 handles physically based materials and reflection…
Hey k21n. Cool looking door. I really like the art deco look to it. About your garage scene, I think it's looking pretty good so far. I've got a couple of comments. I agree with James about the door and trim piece for the walls. The walls look really flat right now. Some sort of trim at the bottom or top would make it look…
Hey Ayoub! I've made a few brick walls, and I can tell you that there's pretty much no "wrong" way to make them. The key is always to just make it feel like it's set in reality. Your wall is a solid starting point! Lets see: Your wall is a bit too shiny, unless you're trying to make the wall look wet, or something. The…
Just to reinforce what Rick is saying. 1. Like Rick pointed out, different colored background can be bad. Even with a alpha much tighter than whats here, you have to worry about mip mapping making a mess of your tight alpha mask and the background begins to bleed into what gets displayed. If you have a fuzzy alpha mask…
CGMA instructor Pete Zoppi discusses the art digital character construction for film, animation and video games. The Character Artist’s role is
rightly regarded as one of the most technically and artistically challenging in
the 3D arena. In part this can be attributed to the increasing demand for
incredibly detailed,…
To make a circular tiling texture, make a pizza slice shaped texture <) and then copy that around a few times to make a circle. There will be some obvious repetition at the centerpoint which isn't ideal, so if the object is large enough and you have enough triangles, make that center point unique. And of course keep in…
Appreciate the feedback so far guys! @FreneticPonies @Erwannd2d I agree, it's always felt "off" to me too. The lighting setup there has definitely got some faking going on which has made it muddy and not very easy to read. I need to use a little less of the UE3 lighting tricks and just let UE4 do its thing haha. @JLeeD…
Brilliant stuff, theres a great deal of evidence here to suggest you will have a fantastic career if you can find people capable enough to recognize the true quality of your later works like the old house and man in the jar scene. Its clear you made the effort all the way through on the house, you spent your polys in a…
Hi! Technically you are almost on the right track. Try to keep your wall tile pieces universal measurments. All and all, the biggest problem with your tiles is poor design choices. Look up some real life reference and architectureal desgin samples. You need to create something that is appealing to the eye not just "windows…
In addition to terminology, actual working dimensions (or human scale relations) are something many people over look. In the states, a typical door is 6'8" tall. Typically, the windows in a house will share the same head height as a door (but the sill height will vary per window height). The maximum stair rise and run are…