Been working on some modular buildings this is just one of three that I will be creating. To kick it off here is the High Poly building. Will be setting everything up in UDK later.
Little UDK test with modular trim parts. Had to do some reworking of the trim parts to day. Somehow I lost track when modeling them and the high poly parts were not modular.... Took a little cutting up and moving of the deco elements and they were good to go.
Nice start, one major issue is the size of each floor, currently it doesn't make sense, each floor is a window high, which is less than the height of your doors on the ground floor and hence less than standing height. Also might be nice to get some more interesting elements in there so it's not as obviously modular; fire escapes, fans, drainpipes, etc. just to break things up a little.
Again, nice start, keep at it
Also as a side note, your images are really aliased and low quality so it's hard to see what's going on, try rendering out a simple AO pass or simply clearer screenshots so people can help you more
Another update with building setup, floors can be added and deleted as needed. Have one more bay window bake to do without ac units. Then I have to get down to backing out my AO and curvature maps. I also do need to add a cap to the roof also its just a big hole atm.... It's also possible well not also they never work right the first time around but I may have to tweak some of the light maps a tad.
Also need to work on some fire escape for the back alley on the back side of the building.
where did you get generic character model to measure proportions for udk?
Also if you did not know, 1 unit in UDK = 1 unit in Maya, assuming you have defaults on. A character in UDK is 36x36x96 so I use that as my reference personally.
Also if you did not know, 1 unit in UDK = 1 unit in Maya, assuming you have defaults on. A character in UDK is 36x36x96 so I use that as my reference personally.
really, and i used some script for udk grid thanks
Yeah its missing the railing that goes on the very top bay windows. But other than that it's pretty close to the original building. Only major difference is the very top windows split to a 4 pane, but for simplicity I kept them all the same.
But yes as you said yodude87 it could use some more. Got any suggestions on buildings that are of a similar style that I could pull some elements from maybe?
Also if you did not know, 1 unit in UDK = 1 unit in Maya, assuming you have defaults on. A character in UDK is 36x36x96 so I use that as my reference personally.
On the note of grid if I am modeling in Maya I run my settings at 256, 16, 1. On the other hand you can also run off 512, 512, 32 just another way to get the same gird settings. Just depends on what you like both ways will snap.
First texture pass on the trim, ignore the empty space on the UV's there are more props that fit into those areas. Not sure if I have sold myself on the blue paint though. Anyone got any other ideas to try? I did play around with a red but it was to distracting
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Again, nice start, keep at it
Also as a side note, your images are really aliased and low quality so it's hard to see what's going on, try rendering out a simple AO pass or simply clearer screenshots so people can help you more
Or you can always just export him as an OBJ from UDk either works.
Also need to work on some fire escape for the back alley on the back side of the building.
Also if you did not know, 1 unit in UDK = 1 unit in Maya, assuming you have defaults on. A character in UDK is 36x36x96 so I use that as my reference personally.
doesn't the top part look a bit empty? I guess you're focusing at the bottom more
But yes as you said yodude87 it could use some more. Got any suggestions on buildings that are of a similar style that I could pull some elements from maybe?
On the note of grid if I am modeling in Maya I run my settings at 256, 16, 1. On the other hand you can also run off 512, 512, 32 just another way to get the same gird settings. Just depends on what you like both ways will snap.
That better be a joke haha cause I said there is more stuff there.