First time posting on here, ( i know i should have been before, just lazy i guess ) But anyway here's a outhouse i came up with , there's still some more too add on the textures a friend told me to add some S$%t stains on the inside of the outhouse, so i still need to do that. But anywya if any one has any crits or comments please feel free to post them. And i'll keep you up too date on this thing.
Chris Youngblood
Replies
I really like the lighting, and the textures seem well done too.
I'd recommend just rendering or screengrabbing at actual resolution, though, because giant aliased pixels never made anything look good
Keep it up!
Few things: never seen an outhouse with windows, they usually have a crescent moon shape cut into the door. It's also too wide, and the reuse of wood slats on your texture is noticeable. Also, you could use the texture space for one brick wall for both of them. Otherwise you're mostly spot on, though could put that texture to more work.
It's best to approach environmental modeling like doing level design as opposed to doing a character.
I'd lose the crate, maybe put a bush or something next to it, crates are way overdone in games, why is the crate next to the outhouse anyway?
you could probably rearrange the texture so it could be used on other models as well, I could definately see those textures making up a well, all you need to ad is a rope texture.
Now that I think about it, yeah, the windows are kinda odd... not what you'd expect to find on an outhouse like that.
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...the window's, yeah they have a cresent moon shape, but i was changing the look of it.
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hehe, so everyone would say "that looks wrong" or so people can watch you pee or poo from both side?
Chris Youngblood
Also i just noticed now, the window texture looks more like mud or rock than glass?
I like the grass, but like Mop said, not enough of it to really work well.
edit: hmm i couldnt resist givin it 2 mins in PS:
what i did was apply an unsharp mask and a bit of noise, adjust the levels slightly and then raise the contrast a bit .
Thanks again
Chris Youngblood
In environment modelling your really want to prevent joins between the ground and the architecture, so you blend them together. It'll just ground the whole thin in reality.
The toilet will be used, so there will be a path leading to it. It'll have rained and people will have pished all over the floor, so the inside is likely to be muddy, or dried mud at the very least.
As for the windows, I'm with everyone else, take them out. But if you want to keep them, at least go for an opacity map so that they function a little bit like real windows.