Hey guys,
I started a wild west environment earlier in the week and I'm to texturing my props and buildings right now. I'm just wondering how it's looking at this point. Here's what I managed to get fully textured sofar. Feedback greatly appreciated! More to follow.
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A recognizable aspect of old west buildings is that they have a large facade and a smaller building behind that. Where as you have built a building with a sign on top. To me that says "delicatessen" instead of "old west"
Finally, since you're trimming the profile of the building, you will find that modeling the horizontal wood paneling is a waste of resources. Since you're going so low detail on your texturing, I don't see any need in that level of polygon usage.
Speaking of silhouette, try to push that further by adding edges your profile trims to give the building sags and imperfections.
http://www.goldpointghosttown.com/images/Hornsilver%20Real%20Estate%20Office%20&%20Telephone%20Building%202.jpg
Just updated the scene with a number of more props and better, but I haven't rendered any shots yet. I'll update this thread as soon as I get that done. In the meantime, feel free to crit away!
Doors would generally have the planks running vertically to require less cutting:
Signs would often protrude from the building to get people attention:
have you watched Deadwood?
cut wood has different parts to it, side (long the grain, and ends(across the grain) create two maps and you wil instantly add alot more interet to a mainly wood scene
also make your wooden parts out of planks, with gaps etc it will add polys ut also alot of interest
*cough* batchability !!! i completely agree though with the top bits of the fence posts for example
i think you are mapping your textures in a way that will appear really low res for people sticking their nose right into it (in case its for an fps) also i think on the renders the shadows are way to dark you can hardly see whats going on you would have a much higher ambient with a sky of that color ... i like the unlit maya viewport shots better than the renders is what i am getting here !
keep on posting there is not enough environments on polycount
@ shepeiro: such a simple solution to add a little mix into the textures, I have to try it out! thanks for that. The buildings are giant poly-slabs with a wood texture applied, but the props are made of individual planks. So I'll need to try that same technique with the buildings and see what I can come up with.
@ warby: yeah, this issue has been plaguing me since the beginning - fact that the textures in my working files always look better than the renders. I'm not sure what I can do to fix that at this point, so if you have any tips, I'd be really grateful.
Thanks for all the great feedback!