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Church Building

polycounter lvl 7
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Ervin polycounter lvl 7
Hi, I would like some critiques of this building I made in 3ds max. It has 2,721 tris and the texture file is 4098x4098. Includes a specular, gloss, bump, and normal maps of the same size as well.

I'm also concerned about my speed, this whole thing took me around 12 hours to unwrap, is that too long? Thanks.

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e: Thanks for the replies

Replies

  • DWalker
    12 hours to apply UVs - especially for such a simple model - does seem quite long. It's basically a series of simple planar projections, and only the various pieces of the roof require normal-aligned (as opposed to axis-aligned) projections. In the future, it might help to apply UVs as you progress, rather than waiting until the end and applying them all at once.

    The layout isn't that efficient; I'd probably move the windows & doors to the large voids and enlarge them; both features generally require more detail than the walls or the roof.
  • sargentcrunch
  • Kimon
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    Kimon polycounter lvl 6
    UV'ing is actually quite relaxing, quick and fun to do in 3ds max.
    Select some faces you want on the same UV-shell, unfold them, or pelt map them if unfold fucks up, then you just straighten out some edges and you're good to go.

    Would be really nice if you could explain you workflow for unwrapping, and why it's taking so long.
  • Zocky
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    Zocky greentooth
    Well, since this model is somewhat modular, it might be good idea to do uv mapping while doing the modelling. Like, those addons on the left side of the wall...they repeate a lot. Uv map just one of them, and then simply duplicate it around. Same with tower; for the most part, it stays the same on all 4 sides...so again, just take one side, uv map it, and duplicate it around.

    Same goes with roof.

    If you break your model this way, you should speed up uv mapping a great deal...
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