hi everyone Im new to the forum so i hope im posting in the correct area. Im currently working on my interpritation of the manor from the hound of the baskervilles book for one of my final year university units. At the moment im currently still modeling my modular assets but seems like the perfect time to get some feedback to help improve the assets as needed also if anyone would be able to point me in the correct direction for creating some modular roof assets which will fit prefferably any size building that would also be great. I have included working renders of high and low poly assets some of which are rendered with other assets to save some rendering time.
First off, your images are PNGs which download slowly. Please have a read the sticky Information About Polycount & New Member Introductions, especially "Make Your Artwork Easy to View" which explains how to solve this.
Your lowpoly models don't need to continue the edge loops all the way across the model. In fact, many of the elements can (and should) be separate meshes, like the columns and trims. Just like in real life, the boards around a window are separate pieces of wood.
great thanx for the reply ill deffonetly be looking into make the brick look more realistic instead of looking so soft on the edges. I should of really realised that i need to use .jgp images to make the images more accessable. The low poly assets i can see what you mean will be aiming to optimise them more as soon as possible. I did look into making the columns, window trims etc as seperate assets but decided against it as i had done it last year and found allot of issues but will deffonetly look on the wiki link you have posted and go from there thanx for the reply and i will update as soon as there is more to be able to update with also thanks for welcoming me to the forum
I did look into making the columns, window trims etc as seperate assets but decided against it as i had done it last year and found allot of issues but
I did look into making the columns, window trims etc as seperate assets but decided against it as i had done it last year and found allot of issues but
just having a quick look through the wiki page you have linked and it
reminded me of one thing that I used to do allot to save unwrapping time
which was mirroring but i had completly forgot about doing that to
behonist that will deffonetly be going bak into my asset creation again
for when i am unwrapping models.
just a quick update on the brick i have resculpted it after finding out about the mallet brush which has helped me make more hard edges, i beleive it looks more like an old damamged brick should now
Replies
First off, your images are PNGs which download slowly. Please have a read the sticky Information About Polycount & New Member Introductions, especially "Make Your Artwork Easy to View" which explains how to solve this.
Your brick is a good start, but lacks specific detail, So it looks like just a noise brush. Get some sharp chipped corners, cracks, etc. For example
http://previews.123rf.com/images/losmandarinas/losmandarinas1403/losmandarinas140300049/27472685-Single-old-red-brick-isolated-on-white-background-Stock-Photo.jpg
Good reference is key! Study bricks, and look at photos while you sculpt. Force google to show you large images (use the Search Tools button).
https://www.google.com/search?q=old+single+brick&tbm=isch&tbs=isz:l
Your lowpoly models don't need to continue the edge loops all the way across the model. In fact, many of the elements can (and should) be separate meshes, like the columns and trims. Just like in real life, the boards around a window are separate pieces of wood.
We have some good info here about modular meshes, worth a look.
http://wiki.polycount.com/wiki/Modular_environments
I did look into making the columns, window trims etc as seperate assets but decided against it as i had done it last year and found allot of issues but will deffonetly look on the wiki link you have posted and go from there thanx for the reply and i will update as soon as there is more to be able to update with also thanks for welcoming me to the forum
http://wiki.polycount.com/wiki/Normal_Map_Modeling#Low-Poly_Mesh