[Tutorial] Brick walls: the simple way and tips on detailing them

Tuaam

L6: Sharp Member
Jun 26, 2015
376
248
When you're coming across detailing your map you'll find ideas such as having 'broken' walls of bricks but you'll never quite be sure how to pull this off because you'll assume it's alot of work. This tutorial is intended for near-intermediate mappers who have a map in it's beta but are unsure on how to detail such things. The idea of this tutorial is to provide a modular approach to building brick walls.

The first step to do is to take a wall of any sort, and line it with a seamless brick texture which can easily be divided into multiple segments, as shown here.

a5nJnm2.jpg


(Here is a generic brick wall texture, any similar one will do)


Then, you're gonna want to take your clipping tool (2nd to the bottom on the right in the toolbar), and make various partitions along the seams of the bricks, as shown here:

J81ztre.png


For those who want an explanation, what I did here was use the clip tool to cut the wall into different 'segments' which are based off of where the seams meet between bricks. I used a skip brush as noted in the top left corner to measure everything accurately, and things lined up perfectly fine as almost all brick textures have equidistant individual bricks. if the texture you want to do this on does not have equally sized bricks then it is advised to use a different one which does.

3WxvK23.png

The next step, as shown above, is to make a massive vertical cut in the middle of your segments (the full wall brush). What this does is allow you to move seperate segments off to different lengths to then create a 'ruined wall'.

Now you might be asking, "What exactly do you mean by this? Well, the idea here is that we can move seperate segments to whatever vertical seams we want to match it too. A better picture of this can be seen here:

bHsnfy4.png


As shown, thanks to easily partitioning, we can easily move segments aside to create ruined walls easily.

To add more cuts to create holes, we can partition individual segments, as shown here, and move them with ease, which is exactly as advertised when this approach is defined as 'modular':

pWIogv8.png


All that work done in just a matter of minutes, we have this astonishing wall, all easily done:

y6pYtYN.png


Finally, with some trim textures added, we have this:

tCk0ab5.jpg


The last thing to do here is to func detail everything highlighted (Do this or else your map will take ages to compile), and use it wherever you see fit!

Here are some working examples from a map I'm working on:

S0irg47.png


hiLBNwc.png


Thank you, and have fun!
 
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