Here is first of set.
But before I start making more of them, I just want to know if the direction I took is good, or I should work more on textures.
This one have about 2800 polys (most of them on wooden beams, as I don't want them to be flat), and it's optimized for CE3 usage.
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Attention to detail will make the difference between an ok prop and a great prop.
Also wires and texture sheets would clairy things too
From what I see now, the roof looks blury and stretched (quite painful for the eyes)
Also those constant bright edges on the wood beams add them some cartoony look. Make them more subtle and not as constant.
I chamfered edges on wood. It added tons of polys but on other hand not that important and look much better better. ( I havent done it on all yet)
Also extruted some stones. But they do not give much apparent diffrence though. As for corner Think I will just need to make corner stones or add wooden beams.
With AO in the texture u cannot use that texture for anything else (which is not good in a coomon case).
Or if u still want to keep that wall texture layout as it is, u need to add more interesting unique details (more grunge, dirt etc) which will justify/balance their non-reusability.
Wooden beams could have only one section of wood, not 4.
Stone wall feels like it could be used on a larger chunk of a wall, not only 1 floor like u have. It just seems like those stones are bigger in reality than u have them in your building. So it probably could use fewer but larger stones in your case.
Link to the article for those that are also interested in this stuff
http://wiki.polycount.com/ModularMountAndBlade?action=AttachFile&do=view&target=Modular_MountBladeMod_01.jpg
One with damaged plaster, and one with cleaner version.
I know wood look quite bad, guess it's because of jpg because in game it doesn't look that bad (nor very good, will work on it tomorrow).
Anyway. Can't really decide if making those damaged and uv mapping for every building is really worth effort(although it's looks nice).
I will be doing two versions one with distorted wood beams and one with straight.
Here is a new building: about 1700 polys:
I think more details will come with decals, I think it's bit pointless to create few texture versions, just for diffrent details in this case.
http://wiki.polycount.com/ModularMountAndBlade
Yours is more on the clean side, but even cleaner structures have a bit of messyness and funk throughout. Get some edge loops on the wood and break up the straight edges.
I like the grunge on the roof, but it's not matching in other places, whether might fall on the roof, but it certainly runs down the sides too. Something I've found useful is to add a Noise modifier and give it some values to nudge the verts about (the XYZ and scale are always dependent on model size).
I've been looking at this now:
http://www.turbosquid.com/3d-models/medieval-3d-model/266344
Anyway. Thanks, I will be finishing this one today, and rework roof and wood beams a bit.
or you could try adding more varations to the edge of the roof like this guy... http://img20.imageshack.us/img20/6877/chatken.jpg
Rest Of images:
http://iniside.imgur.com/39C2J
I think I call it and move on to next houses.
Anyway I'd like to see what you think.
Tavern:
House_2f_002
Res of images: http://imgur.com/a/Yltw9
House_2f_arched_small_002 (it's not a house actually, it's rather module that should be used with other houses/modules)
Are you working from any sort of reference?
Only bunch of diffrent photos, concept arts, and other people work (like gutek houses, warhammer, and so).
It's pretty hard to get any sort of 1:1 reference for this type of building.
Looks better when you move, but i got your point. I will try make them more white than brown
This time I've been using UDK:
http://i.imgur.com/QLZ8j.jpg
I'd like yo ask you to upload textures you where using or creating for this buildings.
Anyway. Here is another one. this times with props! Props using single texture. I have been experimenting with reusing house texture, but it didn't worked out well, though I will keep trying on that.
Well. All of those are really separate tiling textures. Though i cloud put some of these into single sheet, I choose not do so for few simple reason.
a) Easier.
b) Less complex materials. I do not have to mask out, to add specific details textures to add specific vertex blending and hells know what else in future.
Oh if you want to use these go ahead. Just poke from where you got this
Also wires:
Yeah lot's of "unneeded" geometry. Well it's needed for vertex painting ;p.