I finished texturing my minotaur and started modeling the walmart neighborhood market I work for.
I still have a lot of accessories and stuff to go, as well as shingles for the roof. I also need to go in and delete my unneeded faces, and just clean up the geometry some, but I wanted to get some critiques on my progress so far.
Pic 1Pic 2Pic 3Pic 4Pic 5
I hope you enjoy what I have done so far, and am really looking forward to hearing your responses and comments.
Replies
if you want to take it a notch further, add some cars to the parking lot.
thank you bitmap.
also an update, added window details the front trash cans and the little cigar butt holder thing.
Pic 6
here's another quick update:
Pic 7
I still have a few things to add, like shopping carts, the shopping cart racks and the cameras and such to finish it up, but actually at this walmart (which i work at) there are no speed bumps. so I didn't even think to model any.
All in all though it looks ace. I recognized it as a neighborhood market without even reading your text beforehand.
oh and Praetus, I live in the Orlando area, and it's cool because this style of building is only here in the orlando area, the other neighborhood markets in the us don't look anything like this.
here's a quick update of the pharmacy drive through. I've got some security cameras and shopping carts in the works and should be put in today.
I've been really busy with my job this week and so i haven't put in the time on this as i would've wanted to, but it's my day off today so I'm going to stay up as long as i can before I pass out (i work overnight) and then sleep and finish before I head back in tomorrow night.
I was curious about cars. I have a friend who's a car modeler, and has a few low poly cars. Would it be wise to add his cars into my parking lot (not saying they are mine, of course) or does that take away my environment by putting his cars in. I have never modeled a car before and wouldn't really know where to begin modeling one for games myself, though any tips on that would be appreciative
Anyway I'm tired and rambling. I'll post some updates later today. I thank everyone for checking out my progress and i look forward to more crits and comments.
Edit: oops forgot to add the updated pic
Pic 8
- Mike.
texture 1
I still have to add more detail to the light pole, as well as spec maps, lighten up the corners, and add more density to the trees.
The problem is most of these light poles are just smooth and black, they dont' have much texture to them in the many pictures I took of the store, so I'm having a hard time trying to figure out how to make them look more textured.
That and I still think I could push my textures to be even more realistic, as that's what i'm shooting for. Though I don't know if I should still be maintaining a texture limit or not. I'm trying to adhere to both.
So any comments or crits would be most welcomed, I would enjoy to hear what I could do to better improve.
- Mike
Sadly though, we are sworn enemies in the retail world, I work at Best Buy, you... Walmart, it'll never work out
great work non the less, keep it up.
One thing I'd say about the pic with your trees is that put more color variations on the leaves...I don't see many trees like that too often.
I think you need to adjust a few colours on the last shot, the bark on the ground looks a bit too saturated, you could try desaturating it and increasing the contrast a bit.
With the cars, if this is for your portfolio, I think as long as you note that you didnt model them its ok to put them in, (as if you dont have enough to do already )
So I started working on the texture for the building, but I am worried about the building itself. The actual texture on the building is subtle, you can see a faint bricking on the outside of part of the structure, but it also has that stuco look to it, but it can't be seen from far away in real life, so I was wondering a couple things.
Should I continue to make the store look as much as it's realistic counter-part? or since the textures are so subtle at a long distance, should I texture it in a way that seems more noticable?
This is a little something I've been working on for the last hour or so.
Texture 2
any advice or crits would be most welcomed, and I can't wait to hear your responces on what you would do in a similar situation.
- Mike.
Texture 3
Texture 4
here's another shot with me laying out the basic colors plus the first texture for the building which is the plaster type wall. I've come to the realization that it's more difficult to do subtle textures than I thought, and still make it look like it's real life counter part.
Texture 4