About 'Online Texture Sources'!

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ok thx for the quick reply


I cheated a little bit and exported the UV outline into Gimp to put the textures on the uv map. I am quite pleased how it turned out.

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I had the exact same issue and just found out how to solve it. The boolean’d surface is a single face that subsurface division cannot handle, but it can handle triangular surfaces, as they are the simplest of all. So simply go into Edit mode, select the surface and hit Ctrl-T (or select Face > Triangulate Faces). This - luckily! - also doesn’t break UV mapping.


(on the left is the original, on the right is the triangulated one)

Here’s my version as far as the course went:

After seeing that @Richard_Rayer ran into the same issue applying a displacement map I had another look and got it working after all. I had, however, to manually “chunk up” the model a bit to avoid having to set the surface subdivision count too high. Looks like this:


(there’s probably a better - and faster - way but I don’t know it yet)

The result, however, is pretty satisfying. I stacked two subdivisions to get semi-rounded edges. The downside is that this single archway caused Blender to peak at ~22 GB of memory consumption during rendering :slight_smile:

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Archway with textures from www.cc0textures.com

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It has good UV mapping! Nive alignment of the bricks!

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Good alignment!

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Loving these online texture sources, this is definitely going to accelerate my lookdev for sure! Here’s my bridge chunk with some mossy bricks courtesy of cc0textures.com. Not the most efficient UV layout ever, and the mapping’s off in a few spots here and there, but I’ll definitely do another pass when I start finaling this and getting it into engine…

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Great achievement!
Try to use bump (normal) map too. And or shiny maps …
have fun!

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Thanks! Yeah, there’s a normal and a roughness map on the shader, I just didn’t light it very well so you can’t really see any of the detail :frowning:

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