Dear fellow Polycount-user!
I started on playing with the idea to model the bakery from The Settlers 6, because when i was about 12 i modelled the same model in Autocad, and to be serious, this looked like bullshit.
I have to admit that i really never textured things in Maya, i always modelled them, so i decided to start this project:
But first, collecting some references:
My goal is to keep the polycount as low as possible, so the whole illusionation should be driven by textures.
My first Blockout:
Pictures will follow!
Any critics or comments are appreciated!
Replies
With which software did you have modelled the buildings?
Still not finished with adding details!
@goodnight for now!
For your model I would bend the vertical wooden bars a little more to make it more cartoonee.
Also I woudl widen the base of the chimney a little more. At the moment it's not very balanced.
You can also try to remove the wood planks on the canopy and try to paint them into the texture.
Your're totally right with your suggestions! I will try to reach a even more cartonee style from time to time
I started my first hand painted texture ever, but I'm not quite happy with the results! Maybe i will redo this texture again, as the wood on the references is slightly more red!
Here is my texture for now (I also added a normal map generated from this texture, which is not a good idea i now
Every critics to my texture would be appreciated, because i'm fairly new at painting some textures from scratch.
I also will add some scratches and different wooden textures!
However, i will keep your guys updated with my work, and this updates should also be a base for critic or suggestions on improvement!
I think the main problem with your texture is the saturation.
To get this catoonee look you should go a little bit over the top, also with the saturation.
Also work on the AO of it. It's nothing wrong with creating one and use it as guideline for your handpainted AO (even multiply them both is fine).
What helped me a lot was to export some (stylized) hand painted models from games and study them. (I took the wowmodelviewer and exported models from the last WoW expansion).
Model:
Also don't be shy and add a few more polys, hand painted is mostly conected to "low poly" but "low poly" isn't so low anymore.
I noticed this problem also by myself! In Photoshop and Viewport there is always a "normal" Saturation, that means normal colours. But when i go into Mental Ray and rendered it out, it becomes every time so bright. Does anyone know which settings I have to change in order to get a nice picture withouth the "bright effekt"?
Ok, i will give this a try, to get some inspiration!
Thanks for your comment again!
This time Viewport 2.0 Screenshot, because I'm not quite happy with the saturation!