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uneven brick wall material


Francisco Penaloza
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Hellow everyone, I am in the search of a brick texture similar to the image bellow.

It seems kind of random arrangement of bricks but there is a constant, I think.

I am interested in the field brick, I haven't figure out how to do the large brick around the openings, but if you could show me where I can find something similar I would appreciate. Or if you have done something similar and don't mind to share the technique.

 

Maybe if you can build it in Substance Designer I may be interested in talking business with you ;)

Main House 3.jpg

Main House 5.jpg

 

thank you

FCO.

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That's a tricky one. If this is for a still something I've done in the past may work.

 

In the past I've had to render houses with brick and stone, as well at stucco and stone, I rendered the house in material A and material B, the masked one out in photoshop. I'm sure you could create a mask for a bland/mix material in as well.

 

maybe you could cut the geo where the larger stones are and apply a different shader there?

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That's a tricky one. If this is for a still something I've done in the past may work.

 

In the past I've had to render houses with brick and stone, as well at stucco and stone, I rendered the house in material A and material B, the masked one out in photoshop. I'm sure you could create a mask for a bland/mix material in as well.

 

maybe you could cut the geo where the larger stones are and apply a different shader there?

 

Well, I am afraid this is the worse case scenario :( This is for an animation and is a pretty large development. Every model is coming from REVIT so yea, a perfect storm.

I though in cutting the geometry but, is a lot actually, but as you mentioned it may be the only solution.

Still, I can't find that brick pattern, not for the large accent, but the main field areas. do you know the name??

 

Thanks man.

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Ive not made this exact surface, but the way i would do it is with a vray blend material. The bottomn/main material would be your small bricks. Then you create a material with a texture that is basically the same but twice as large (allthough you should do some photoshop magic to make sure the areas between tiles are the same size as the smaller bricks). Then you paint a mask for that large texture. The material for the bottomn/main material should be UVW channel one, and the large one channel two. It really does not matter for the bottomn/main material if you use real world coordinates or just a tile option, but for the large stones you cannot use real world coordinates. Uncheck real world coordinates and uncheck the "tile" option in both directions. Then you apply a box uvw modifier around your window with channel two, and scale the gizmo until it is the size required (the textures for channel two will only exist inside this box as youve unchecked the tile option in the bitmap). For the stones to line up you should probably use the same sized UVW gizmo for both channels. The result should be that your geometry generally has the smaller sized stones, and around the window you get larger stones. The problem with this method is that you have to have a layer in the blend mat and a seperate UVW channel for each window/area that is to have big stones.

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