For part of my demo reel I decided to do a set of models that are geared towards being used in an RTS. Namely, a few buildings and sailing ships based on historical reference from around 18th Century China. I am going to be working on improving the quality of my texturing especially. I'll be posting updates in this thread, and appreciate all criticism and comments (I love your honesty polycount
).
Here's the first model that I am about to start texturing. It's based off a watercolor done by a traveling artist in 1800. The planes on the roof tips will be copied to the upper levels, and the paper lanterns will be duplicated around as well.
Replies
Waiting for textures.
I love those tiny rings, haha, great touch.
The bells don't look quite right from certain angles, and I may do something to try and fix that, though when the camera is zoomed out to your usual RTS distance they look fine. Because the stone area under the stairs doesn't have it's own texture space, I may throw a transparent plane in order to have a little shadow under there.
I'm still messing with crazybump to try and give it a decent looking normal map...I have to figure out the best way to render/view it and manually edit the normals so it doesn't look like crap . Is there a way to view the opacity map with the normal map in the Max viewport?
Did anyone notice I had put 2008 on there before? lol
windows/door/rooftop/sidewalls/fence/and stone doorway trim ) Just something that I go by, is if I start to mirror my texture, I stop and rework the uvs, or make the other side varied enough to make it worth the uv space.
Just had to comment, as this reminded me of how I had to look alot at my uvs and to push them more to help me on some of the buildings I had to do for Age of Empires 3, and Warchiefs. Hope that helps, and seriously..nice piece.
Spark
In retrospect it was probably unnecessary to have the different colored wooden panels. I also could have inset the dark areas for the open windows. As for the mirroring, I was trying not to chop it up into too many polys, but now that I look at it again, the increase wouldn't have been too much. The door/stone area, fence, and upper walls could have been mirrored. In regards to the circle, are you saying I should have carried the circle shape into more places? I dunno, it was in the reference, maybe it has some kind of religious meaning. I think I may get rid of the orange circles because they are creating too much visual noise. I'll keep those suggestions in mind and mirror more things in the next models for sure. Next up is a sailing barge.
Alex
Spark
Looks beautiful, care to share your info/reference sources?
I havn't been here for a while and .. wooot. Thats awesome.
I wish to have more time now a days ;/
Very badass stuff. Dig it very much XD
dj snyder: These were based off two watercolors in a book I found at the library, "Views of 18th Century China: Views: History: Customs". It mostly has a lot of great reference for clothing styles and color (not so much texture). I also scanned in a bunch of full page images from some books I had sent over from other libraries, if you're looking for anything in particular let me know.
Here is a new one I've been meaning to upload. It still needs some touch up on the flags/cloth and the red square part. I'm not sure how I feel about the ropes connected to the sails now that I've added them..functionally it doesn't make sense without them but they seem too visually noisy and a detriment. I feel bad about the blank space on the sails texture, I figure it could be used for other small objects.
I've also included underneath the images from the above posts that disappeared due to my web hosting changing. Seems you can't edit old posts: