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Hangar modelling critique

Hello everybody,
I'm a newbee in 3ds Max and 3D in general, this is my second model but the first one to have the objective to fully complete it.
I would appreciate critiques and advises wich would help me to get better in skills and practice, hoping that soon I can also begin to help people in this forum :)

So, this is the objective: make a full high-poly hangar to the highest detail of level as possible, finishing it this coming week.
The hangar is located at Rotterdam Airport (NL). I consider it quite easy but challenging to start.

I will upload new pictures during this week.

I hope that you will still like it ! :)

Replies

  • Cube Republic
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    Cube Republic polycounter lvl 12
    It might be just me, but is there any point to making a hanger 'high poly' ? I say this because it seems to be pretty geometric and simple.
  • Swarm22
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    Swarm22 polycounter lvl 15
    Unless this is meant to be a small mesh for like a strategy game or something, I don't see any reason to bake something like a hangar. Best bet is to make some tileable textures.
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    Regardless of the polycount, if that corrugated metal doesn't look like corrugated metal, you're gonna have to make it look like corrugated metal.
  • HGC125
    Swarm22 wrote: »
    Unless this is meant to be a small mesh for like a strategy game or something, I don't see any reason to bake something like a hangar. Best bet is to make some tileable textures.

    Yes it's meant for a game ;)
  • HGC125
    Regardless of the polycount, if that corrugated metal doesn't look like corrugated metal, you're gonna have to make it look like corrugated metal.

    Indeed... I still need to figure that out, I prefeared to go on with easier thing, as I have no idea how to make that corrugated metal yet >.< hope I can post a try this days
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    What questions do you have about it specifically at this time?
  • Deathstick
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    Deathstick polycounter lvl 7
    I'd say focus on making tiling mats if you want to do buildings.

    Making a unique UV space (high poly sculpting) for a building could be a waste of time, and it'll appear pretty damn low res up close, unless it's for something like a top-down RTS.

    You can still do high-poly sculpts, but it would be something like a highpoly section of the metal panels which you would make tilable.

    You can also divide the building up to do vertex painting between different materials to decrease tiling, and you could also even divide the building up into sections.

    IE, even though the buildings in Half-life 2 were technically brush-based, the same concepts apply in that you can divide the wall so it's actually two or more different textures that tile horizontally on top of each other. (One for the base, where there would be a trim and dirt towards the bottom that helps ground your building model, and then one that extends the top of that texture which would tile in all directions)
  • HGC125
    What questions do you have about it specifically at this time?

    my biggest problem is to be accurate with the dimensions of the corrugated metal, as you see in a closer picture is not "wavy" metal.
  • HGC125
    Hi guys, here is what I'm working on right now (sorry for the ugly rendering)
    I'm going to try to make some floating geometry to then have a high poly version to bake the normal/AO
    regards :)
  • HGC125
    Deathstick wrote: »
    I'd say focus on making tiling mats if you want to do buildings.

    Making a unique UV space (high poly sculpting) for a building could be a waste of time, and it'll appear pretty damn low res up close, unless it's for something like a top-down RTS.

    You can still do high-poly sculpts, but it would be something like a highpoly section of the metal panels which you would make tilable.

    You can also divide the building up to do vertex painting between different materials to decrease tiling, and you could also even divide the building up into sections.

    IE, even though the buildings in Half-life 2 were technically brush-based, the same concepts apply in that you can divide the wall so it's actually two or more different textures that tile horizontally on top of each other. (One for the base, where there would be a trim and dirt towards the bottom that helps ground your building model, and then one that extends the top of that texture which would tile in all directions)

    That's a very nice idea! It would also fit with my second idea, that is take the high poly version of it, bake maps and leave it low poly for the game, hoping will bring me experience :) thank you a lot :)
  • HGC125
    Hey guys, here is my model finished (yea!!) I plan to make a corrugated metal and some other stuff for the high poly version but this is the final version for the game :)
    Also this is my first good rendering with AO, wich I only began rendering today.
    I hope you like it :)
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