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Fully handpaint tileable - Bricks
For the second one, it was made from a base paint/concept by my friend Simon Putz, which I completely reworked to suit my needs. After that I just did some lasso selection and painted my normal value, which gave it the sharper and stylised look. I make sure that I follow the details from my albedo, such as the bumps and the cracks.
For this one I completely changed the way I get the height. I made a selection of the front part of the bricks and inverted it, and created a mask with an inner glow to create the height bevel effect on the selected part. And just like with the last process, I add a variation (less than previously) and modify the Normal to match the details of the Height map. I use the same inner glow technique combined with my existing height to create an AO map. To get a roughness map, as I do for most of my handpainted PBR work, I desaturate the albedo and play with Levels directly in Photoshop to get the roughness map.
For the material, I create a completely new one. This way I really have more control directly in my shader. It gives me a more interesting and modulable blending, more coherence in the height interaction and other parameters to tweak the overall look.
I just paint a simple plaster texture that I really like and the job is done.