tnozaki wrote: »
Hi Guys, I'm trying to get better at making modular buildings. Below is using a tiling texture for the brick and 2 separate atlases for the windows etc. Using PBR and rendering in Marmoset. Any feedback on what you guys think and how this could be improved would be greatly appreciated!
warby wrote: »
i think you could improve your model by doing the following:
-the bricks are too large scale them smaller
-add some sort of "dirt transition at the bottom and under the roof bits and windows the walls look very flat and repetitive
-put everything onto 1 atlas for maximum performance benefits.
the windows and doors have a BULGY normal gradient across them make that stuff look flat
-the roof pieces ( wooden ?!) have some strange shading either make them all hard-edges(every polygon its own smoothing group) or put some support loops in there so that you dont get those large shading gradients all over it.
-all the alpha masked stuff ... just model that stuff geometry is virtually free transparency is not it will lead to overdraw in what will probably already be a fill-rate bound scene/game (they all are ^^) ... also sorting issues !!!
DevMatt wrote: »
This is how I imagined a Russian tank in the Wolfenstein Universe
The "Pyotr Ivanovich Bagration"
Surfur wrote: »
I can't seem to find the "how you make them shapes" thread any more, or maybe I don't remember the name of it exactly. and at that point, it might be a dead thread? If this is the wrong place to ask please say so. but technically this is something I am working on? :v
tnozaki wrote: »
I'm excited to be posting for the first time: this is an asset (the HOBO Shopping Cart) that I worked on which is a byproduct of a bigger dark alley scene done with 9 other Artists this year. I'm still relatively inexperienced but look forward to posting more work as I hammer them out: