For my next scene I'm making a semi-futuristic, semi-medieval castle.
I'm basing my scene off of this image:
Here's a shot of what I have so far:
Here are some close ups of some of the more interesting pieces I've made so far:
Aside from the first piece there I haven't done a whole lot in regards to the futuristic theme. Not sure how intense I'm gonna make the futuristic elements in this one just yet. It'll have to be pretty organic though.
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Heavily inspired by this: http://i.imgur.com/QZwkDRq.jpg
Here's some normal maps I've made for the walls and trims:
My biggest concern is your poly use. B/c it's in UDK I'm guessing that this is for a game portfolio.
The actual models themselves look pretty cool, and that sci-fi piece looks awesome!
The normal maps are of what I'm gonna be using for more general things like walls and the like.
For this scene I haven't really stuck to a poly-budget though I probably should since that'd be a useful exercise in rationing polygons.
Appreciate the feedback though. I'll have more pics up soon enough.
Thanks!
Then on the scene with the spire part, the arch windows have a lot of polys that probably won't be seen from the players perspective.
Better to spend the polys in areas that add to silhouette and can be viewed up close.
What modelling program are you using btw? Looks like a NURBS modeller from your screens.
As for the program, I'm building the bulk of the meshes in Rhino and then finishing them up in Max.
Thanks for the feedback!