the bottom/top might not be visible for ‘normal walls’ as I plan to add socles/facades (I don’t know the right English word for it)… basically those parts:
![image](https://community.gamedev.tv/uploads/db2322/original/3X/7/b/7b8a67406cdc1c50cc64b69d6de24aa6637f38d9.jpeg)
as a separate modules to put on top of the wall.
Overall the irregular shape is to hide tilling a bit, so 2 walls near each other overlap a bit. Plus the crack are going from one wall to the other to further hide the tilling effect. On on the game engine side I am thinking about putting some randomized color variations (basically grunge map) that will go across modules to hide it even more.
I went overboard with it, but I want to make this as awesome as I can. Normally, in game there will be loads of clutter, columns, stuff on the walls etc. That would made the tilling alone barely noticeable.
Thanks! And yes sir, I will sir!
![:grinning_face_with_smiling_eyes: :grinning_face_with_smiling_eyes:](https://community.gamedev.tv/images/emoji/twitter/grinning_face_with_smiling_eyes.png?v=9)
One cannot unsee that video… and now I will see it everywhere ![:eyes: :eyes:](https://community.gamedev.tv/images/emoji/twitter/eyes.png?v=9)
![:joy: :joy:](https://community.gamedev.tv/images/emoji/twitter/joy.png?v=9)
Or make it VR
. Though VR also have limited FoV… (and I have it as a ‘nice to have’ goal already on my list
).
I was imagining that ArchViz was aiming at accurate representation of interior
Will definitely pay attention to it next time I see some ArchViz video.
Btw. those walls from yesterday are probably too much in terms of low poly (~5k triangles for double sided). Will probably mark them as high poly if one could try to use them on mobile or a toaster ![:wink: :wink:](https://community.gamedev.tv/images/emoji/twitter/wink.png?v=9)