Hello polycount, its my first topic here. Im open for any tips, and critique.
So here we go refence images.
Clay models.
w/o human who is here just for refernce height(180 cm) whole scene is 4198 triangles.
Base textures, still lot to do, mostly in specular(just desaturated diffuse, nothing more there). But i need to change or fix some issues in albedo as well.
Normal maps here, are converted from photo, nothing fancy here.
Still need to dirt it up as you can see.
I hope i can post some more my work here, helpfully with your comments i may achive something whereof i will be pride, and also i could add as front of my portfolio.
https://www.behance.net/KozlowskiMateusz
Replies
I think that there are too many straight edges going on though.
If you spend a few more polys you will be able to add more denting to the roofs and walls.
I'm looking forward to seeing what you do with this scene though ^_^
Anyway, plan before play is all I'm saying. Starting off your modeling using reference pictures is generally not enough (unless you're a season pro with serious experience under your belt, but even then).
What you've got looks good so far though!
Sorry that i havent update for long time but i was kinda busy
@Pangarang: Yep it was my mistake, and i still dont know what i will end up with, next time i will make it better, and smarter.
@robochrish: i know theres too many straight edges i will work on it, thanks for advice.
Overall conclussion, here you can see pure diffuce, w/o spec/normal i make another set of buildings, then smaller details, and i hope i will work on spec/normal.
Still need to dirt it up
- 12 662 tri for 19 slums
- fixed major diffuse problems
There`s no spec/normal map yet, probably i will add it in next update.
Comment it to help me make it better.
- 13 960 tri for all
To Go:
- need to model more small pieces of the scene
- add lighting in renderer (now its only hdr)
- fix specular, im not happy with that what i have for now
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