Hi everyone,
I'm currently working on a Watermill scene for my portfolio.
There is this picture I liked a lot, so I took it as ref:
It is the first time I make something in this style, but I wanted to give it a try.
I'm going to make a small scene in UDK, but for now I only have the house/watermill model.
WIP:
Texturing is almost finished:
C&C Welcome
Replies
Textures are mainly photosourced?
Looks like you need some support system under the stairs.
The roof texture should be a lighter value. It's blending with the wood a bit.
Get it in UDK and some lighting on it!
besides that keep going!
What do you mean with support system under the stairs? Some wood?
@duxun: The chimney isn't textured yet. Actually, there is a lot that isn't textured yet .
The mill, the chimney, the ceiling downstairs, and the two triangle shaped pieces of wood in the roof are a diffrent submaterial. For the screenshots, I just took the same wood texture as the beams .
The texture for those parts is almost finished now, I'll post it later today.
I think the roof could use some work on the geometry side. Take a look at this. More to find here.
Is this diffuse only? Keep it up!
The walls are small parts that are copied, the beams have another texture and they are placed on top of the seams.
The textures are diffuse, specular and normal
Especially with UDK, I would push poly's even further. Your house is almost 10k, but I'm sure you could afford 12 or 13K no problem with many added details here and there to really make the buildings detail pop out all over the place.
the grain of the wood is a little large - might be difficult to get right depending on how much you're repeating it. works fine for the long shot but starts to break down on the closeup.
it might be worth having more varied wood textures - theres a lot of wood in the image and it's all the same colour/grain/saturation atm. it might be nice to have the house timbers slightler neater and darker, like they've been stained, and the other timber slightly rougher and lighter, like it's been added later and no so well build/cared for.
lastly the bits of timber on the corners of the house are very straight and pointy - could do with a bevel and maybe a couple of edges to break up the straight lines.
good work though.
tharle
yes, you are right, they need a bit more support, I'll place a few beams more there.
@tristamus The textures are just finished now. Now I'll fix the roof. I think I'll follow the advice in that tutorial and use more polys for the layers. But I had some polys at the ends to use for opacity. Should I delete them now? I used a little texture space for them.
Alright cool, can't wait to see it finished.
Nah, I wouldn't delete the polys you had planned as alphas dude, cause that will still be a nice touch to have those frills of hay / fur / thatch coming off the ends of the roof. I'd just model into whatever geometry you currently have to get the extra details.
The house has 4 materials:
top left to right bottom:
the walls, the roof+small pieces of wood, all the wooden beams, the mill+chimney+other small stuff
Now I'll start in UDK with some lighting, terrain, ...
Well there are different ways to go about it, depending on the engine several smaller textures might have worked just as well. The way it is now only makes the texture useful on that building. (ofc you can probably create other buildings with the same texture but unless its mapped exactly the same it won't be as useful) If you create the same type of building with several smaller tilable textures you can create a lot of different varieties of the same style building AND it's more efficient if you have a texture budget to keep.
However the UVs are nicely laid out, and you could probably re-use a lot of it to create more designs etc. It's good work :thumbup:
They are just viewport grabs, I used the Xoliul viewport shader in Max. It's done in a few seconds .
But I made a small scene in UDK with the watermill. I created a terrain and some materials for it. I'm also working on grass billboards to place on the terrain.
I was not planning on creating things like trees and bushes so I did those with speedtree. (The scene has to be finished as much as possible tomorrow because it is also a school project, so I don't have time for it either ).
For the water, I'm going to use one of the water materials that are in UDK (maybe later I'll create a shader for it myself).
Now I'm working on small props to place around the watermill.
Here is the first one (some fences, all with the same texture set):
I'll post some screens from UDK too when the grass is fixed (I currently have some difficulties with them. I used a decolayer and there are no shadows falling ON the grass from other objects, so the scene doesn't look very good that way :poly124:. I'm now looking for an other solution).
But first I'm going to make some more props.
Before you move on i'd get that sucker in UDK imo and let lightmass work some magic on it. It's good now, but it'll really come alive with some AO and nice lighting.
@ sltrOlsson: The lightmap resolution is ok, static schadows is also checked. The problem is with the decolayers. For the static meshes you use there, you don't have that many options. Unfortunately, there is no option for receiving shadows.
Also, I'd add a few more edge loops around the model to give it a stronger, more curved silhouette. You can see the faceting on it here.
Trees are made with SpeedTree since it was not my main goal to create foliage. I just wanted to create the house and some props in this style. The water is a material from UDK, I used this due to a lack of time.
To do:
Here is one screen:
More on my portfolio: http://www.wannesvanderstappen.com/watermill.html
Please post some comments on my portfolio too in this thread: http://www.polycount.com/forum/showthread.php?t=80117
I'll finish this scene when my exams are over .
Looks great
Atm i think your shadows are to dark. And i think you should put "Straws on the roof" to your check list