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Posted
23 hours ago, RadojeCS said:

Can someone provide me with some modern skyscrapers for 3d skybox? i am new to forum i dont know where should i ask for it?

This is probably the wrong thread for it, but to answer your question: In this texture pack by @TopHATTwaffle, there are some building textures you could apply to skyscrapers made of brushes: http://www.tophattwaffle.com/downloads/real-world-textures/

Also - and probably more relevant - @MrTwoVideoCards and @holiestcows released their assets of Junction which include some nice skybox models:

No matter what you use: Always give credit to the creators :)

  • 2 weeks later...
Posted (edited)
On 2017-01-14 at 10:13 AM, leplubodeslapin said:

@KOLARI Looks great dude !!! 

I can see you're having troubles for defining which edges should be hard and which edges should be smooth.

By default, everything is flat obviously ...

mjyr72F.png

And when you smooth your object, everything is smooth, not depending from any angle between the faces

YRxhPu6.png

In Edit mode, select an edge and press CTRL + E, and then Mark Sharp

93LS4kv.png

Finally, you need to change that Edge split modifier you may have used (i'm assuming you're using it), uncheck "Edge angle" and check "Sharp Edges"

0mU6qoy.png

Then, you'll have full control over which edges are sharp and all the others will be smooth.

I hope that helps

 

WdO9DrG.png

I recently discovered by accident that checking Auto Smooth in mesh properties will give you the same effect when you mark sharp edges, so no need to edge split at all. Auto Smooth will only apply to the faces you have marked as smooth. Blender is a conundrum to me sometimes. Not sure if this is useful to anyone, but I figured I'd mention it just in case.

Edited by grapen
  • 2 weeks later...
Posted

A little critique @grapen: The wall texture looks very nice, as does the texture of the door trim. However, it blends very easily into the wall texture due to the geometry. Consider widening that so that it stands out a little bit more and takes advantage of any AO you have. Secondly, the top of the arch needs refinement as the point is jarring and the texture seam is noticeable. I suggest you create another separation piece there, as this would likely be done in real life (grout straight up and down). This will mask the natural seam and add a little bit of additional realism to the piece. Other than that, great job!

  • 2 weeks later...
Posted

Cool stuff, you using custom normals?

I can still see a bit of tilling, but nothign major and nothing no one would even care during gameplay.

I'd be curious to see it with less information on the color map, the tips of nearly ever leaf are getting too bright, resulting in a tad noisy look. What I usually do is I reexport the colormap with just the color green, and slowly bring some information in, gradients, then cavity, then AO. Just saying this because usually meshes like this are more important that they look better from afar than when stepped closed to them. More often than not all you need is big gradients, not detailed leaf textures.

On 3/19/2017 at 6:31 AM, grapen said:

By no means anything special. I'm just happy I managed to texture a model entirely in SD. One year ago I could barely make and texture a cube. The prospect of where I'll be in another year from now excites me :)

sceparch.thumb.jpg.a3b480933f333f6588217cf13324c24a.jpg

Cool shit, here's a tip, add a trim decal to where the edge of the trim meets the wall, to ease off the transition of both materials.

eEETjf4.png

Posted
Just now, [HP] said:

Cool stuff, you using custom normals? I can still see a bit of tilling, but nothign major and nothing no one would even care during gameplay.

I'd be curious to see it with less information off the color map, the tips of nearly ever leaf are getting too bright. What I usually do is I reexport the colormap with just the color green, and slowly bring some information in, gradients, then cavity, then AO. just saying this because usually meshes like this are more important that they look better from afar than when stepped closed to them.

Thanks for the feedback and tips! Yeah I'm not too happy with the custom normals, they could be better but I haven't figured out how yet :/ I still got a lot to learn there. I see what you mean with the tiling, I used Blenders particle system to disperse the "branches" super quick, but for some reason the particle alghorithm refuse to disperse them evenely despite claiming it will. I could go in and move some objects by hand though!

I hand painted the textures so I thought it would make a cool effect with the bright tips, but you are probably right, I'll experiment with them.

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