Longtime 3ds Max user, mainly for architecture, but I recently started working on my first model to import into Unity from Maya.
It's a diner, based on Al Mac's in MA:
I have a few simply questions for the forum (aimed towards people withgame industry knowledge):
1. Should I plan on baking all of these textures onto one sheet?
2. How many polys would be appropriate for a model like this?
3. Is this too ambitious to start with?
My main concern is the signage. Maybe it should be on it's own texture sheet?
I have been following a tutorial on Lynda.com titled "Creating Game Environments in Maya and Photoshop" and it has been extremely helpful for a first timer.
Any advice is appreciated. I will post progress when appropriate.
Replies
Or is this for top-down RTS or Isometric RPG.
Yes, technically speaking including everything in one texture sheet would be more efficient but requires a lot more planning and arduous work to wrap your mind around how everything is going to fit together, and you could instead spend that effort on making it look awesome. Being incredibly economical by including everything in a texture sheet is starting to become a less relevant concern anyway, with PS4 and Xbox One technology being the baseline for games, you can really start doing more advanced stuff without worrying about it lagging.
Same kind of answer for poly count. Model the parts that seem logical to model and bake the parts that seem logical to bake, but I wouldn't worry that much about a set poly count. Computers can render millions of polygons easily. Not saying you should make this model millions of polygons, I'm just saying it's not really that important, just stay in a somewhat logical range.
That being said, if you want to challenge yourself this level of optimization might improve your skills, but since this is your first Unity project I'd get used to the workflow first.
Earlier I mentioned breaking down the reference. As a way to show how you might do this, looking at how people are approaching it in the latest noob challenge might give you some ideas.
Good luck, looking forward to seeing this come to fruition.
I have already started it as a modular design though. So I will probably finish this up as an exercise and then move on to making it more detailed for a portfolio piece.
Where could I research more on what kind of models they're using on the latest consoles? Would love to see a breakdown on poly counts and texture sheets just so I have an idea.
Anyway, here are some screencaps to see what I've done so far. All feedback is welcome:
Hi Poly modules:
Lo Poly:
Texture sheet (just AO right now):
Also a link to sources with more info on models used in the latest games would be helpful (ie: polycount and texture sheet/size).
Like ChaosWWW said, breaking this into a modular environment, comprised of pieces that snap together like legos is much more efficient and allows you to make changes to the design on the fly, rather than re-model, re-UV and re-bake the entire model each time that you want to make a change. There's a bunch of great information on the Polycount wiki covering best practices.
I will check out the wiki.
Also would like to participate in the noob challenge. Maybe next month.
Thanks for your input! More is definitely welcome!
Updated some of the textures and finished with the exterior modeling. Planning to add the back of house, which is a different type of structure. Also want to do the signage.
It's at 462 faces right now (956 tris). Here is the material sheet so far:
Still working on the door texture. Also need to add a handrail.
Any thoughts are welcome, thank you.
It's most obvious in the bottom center 2 panels.
Also, I wanted to ask: What is a good game engine to start with? I'm not committed to Unity by any means. Just was the one they used in this tutorial. If anyone has a suggestion, please let me know.
Right now the thing that bothers me most is the horizontal and vertical stripes all over the structure. They're really straining my eyes and I can't stop looking at them, a reference would help a lot in understanding what should be going on there.
Let me know if that works. If it doesn't: try this
-A closeup of the clock, no textures or wireframes, just the model itself.
-A closeup of one of those striped horizontal/vertical patterns, just the model, no textures or wireframes.
One thing to take into consideration when making game art - don't be afraid to model the most detailed, beautiful version of your asset you could possibly imagine. The idea is to take that high-poly model, and create a very basic, low poly version of it, that will be able to hold all of that high poly detail when baked onto it.
It looks like you're going all over the place, the model isn't finished but you're already making UVs and creating textures... take it one step at a time.
Model a High Poly->make your low poly->make UVs for that low poly->bake out maps from your high poly->start working on your textures.
-Created each unique module I planned to duplicate
-High poly first, then low poly, then baked normals and AO
-From AO pass I created the diffuse texture sheet
Wanted to create the transparency channels for the windows next, as well as texture the door. Then bring it into a game engine just to light it and see how it works. Then I was going to go back and make more of the model. Was just hoping to get a general feel for the whole process, then dive back into it and refine it. I learn better that way.
Regardless, here are some screencaps:
High poly clock
Low Poly clock (one sided plane)
Low poly clock with diffuse and normal map
High poly wall panel
Low poly wall panel
Low poly wall panel textured
Also, the normals map, which I forgot to post until now
Please let me know what you guys think. I love criticism!
Will be revisiting this project soon. Any feedback/comments are encouraged.
It would pretty neat to have these two projects merged so you can go inside.
Also, what would be a reasonable polycount for the entire exterior of the building, including the sign?
Some progress (up to 3500 tris)