Here's my latest project. It is the last thing I finished before graduating last Friday. Its a pirate treehouse based off the this concept art.
I decided to make the texturework more realistic than the concept calls for but I think it turned out well. I'm hoping to finish the other half of the concept but I need a job first. C+C welcome. Thanks
Sweet! Although the large window on the side doesn't sit well with me - seems a bit out of proportion despite the overall chunky proportions. Might be too square compared to the rest also.
Looking excellent! Kinda getting that Monkey Island feeling, because of the shapes, not necessarily the textures obviously. I must agree with shape though, that large window on the side seems a bit off to me. Perhaps you could try making it a bit like the windows on the upper hut? construct it a bit more randomly. Just a suggestion though, may as well make it worse. Anyway, Keep it up.. Great work.
kdr - not sure which bit you're referring to, but it looks reasonably well subdivided for vertex lighting to me. Assuming that the first lit shot isn't it ... it'd be bad form to subdivide a lot and then just light everything black ...
make the internal lighting stronger, then add some nice blue moon light to the outside, you can make it quite light and it will still look like a night scene
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make the internal lighting stronger, then add some nice blue moon light to the outside, you can make it quite light and it will still look like a night scene
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That. <points up>
Also, the sides of the hull are very basic in shape. Pop out some of the horizontal wood slats on the side of the boat profile just enough to enhance the silhouette from angle where itll be seen in game. This will help strengthen the character and uniqueness of the building.
Thanks everyone for the input. KDR: the back cuts were just for somewhat uniform geometry and vert lighting, like dan said. Makkon: Many of the pieces are separate, like the handrails. The reason some of them have more polies than they need is because I was set on keeping all of the geometry in quads. Shape/Jonny: Thanks. I see what you're saying about the back window, I'll have to go back and twist some verts and see how it goes. Dan/KP/Ultra: Thanks! Keg/Ryno/polybrained/SHEPEIRO: Yeah, the top grabs are real dark. I was just hoping to light partially and then throw a skylight in. I'll have to toss in some more lights. Cholden: I agree. I think that would add a lot to the silhouette.
Dude I like the flavor and style of this piece. I agree that the side window isn't sitting well .. maybe move it to the stern of the ship. Right now the back of the ship is feeling kind of bare. And maybe go for some portholes or cannon ports for the small windows. but over all nice job.
Replies
make the internal lighting stronger, then add some nice blue moon light to the outside, you can make it quite light and it will still look like a night scene
[/ QUOTE ]
That. <points up>
Also, the sides of the hull are very basic in shape. Pop out some of the horizontal wood slats on the side of the boat profile just enough to enhance the silhouette from angle where itll be seen in game. This will help strengthen the character and uniqueness of the building.
KDR: the back cuts were just for somewhat uniform geometry and vert lighting, like dan said.
Makkon: Many of the pieces are separate, like the handrails. The reason some of them have more polies than they need is because I was set on keeping all of the geometry in quads.
Shape/Jonny: Thanks. I see what you're saying about the back window, I'll have to go back and twist some verts and see how it goes.
Dan/KP/Ultra: Thanks!
Keg/Ryno/polybrained/SHEPEIRO: Yeah, the top grabs are real dark. I was just hoping to light partially and then throw a skylight in. I'll have to toss in some more lights.
Cholden: I agree. I think that would add a lot to the silhouette.