Found this picture on DeviantArt a while back, thought it would make a really cool 3d envrionment. Thought it would be pretty simple, but I'm having a lot of trouble making this decent. Posting just the Cabin for now. More to come as the cabin improves.
original image:
My Cabin:
Textures:
I realize the last one has a lot of wasted UV space, but right now I can't think of a better way to utilize the space.
Any and all feedback is always greatly appreciated.
Replies
I would highly suggest learning the techniques before taking on a larger environment. I'll post some links tonight if you want, but i have to go to school now
Can you guys see the images? they were there when I left, but Im only getting broken links at the moment
I would also do a decal on the corners of the house or put some more geometry there and put in some cracks/dents etc
@Sharvo I'll def take care of that when I redo the texture.
@Nellac it's intended to be an in engine scene, using a next-gen game asset workflow. I tried give that new 'brick' texture that kind of feel. You can see the in game shader I used in this thread: http://www.polycount.com/forum/showthread.php?t=103117
You might benefit from trimming a few things, like the building edges and the roof lines. They help disguise a lot of the distracting issues with textures not tiling around edges properly.
this
See how there is a row of shingles that sit on top of the sharp transition points on the roof?
Roofers have the same problem you do, because of the angles nothing lines up, looks pretty or is easily functional, so they cover it up the seams.
Doing this on your model helps disguise that the textures don't line up, while giving the roof some added detail.
Right now you're building is extremely low poly and you can spend a few more polys to boost some detail and cover up some errors. Even if you don't add trim, I think you should round out the corners quite a bit because none of those surfaces would ever be that blunt and for the last 4-5 years almost everyone has been adding a few more polys to make things a little more rounded.
You also have to project into the future a bit because the games you will be hired for are being worked on right now but won't come out for 1-2-3 years. If you make a last gen portfolio and the company is working on xbox 720 titles and PS4 then they are going t pass you right over.
Mind you I think the roof in your original concept was thatched, which brings into question a new set of problems.
By trim on the edges of the building I mean something similar to this, where you use a few bricks that extend from the edge of the building to give it interesting detail and cover up sharp corners and non-aligning textures.
This might also be helpful http://wiki.polycount.com/ModularMountAndBlade
The image that you're using for your model is a copyrighted image that belongs to me. I see that you are saying you plan to use your model in a game, however this image is already being used in a browser-based game - namely khimeros.com - this is the image of the Tea Shoppe at the Center of the Universe. I certainly do not want it being used by anyone else. It would be rather awkward to have my tea shoppe randomly show up on some other site, no?
I'm asking that you change this in some way that it no longer resembles my image so closely - change the shape of the sign over the door, change the shape of the roof slightly, don't use it in conjunction with a wishing well, etc. Also, while I don't mind if images I own are used for inspiration, please do provide links to the artist's DA (hibbary.deviantart.com) and the site the image originated from (www.khimeros.com) for courtesy's sake. Thank you.