HI
I have been on this forum for a few days and I am copletely impressed with the feedback and critiques. Here is some of my recent work. The last building is a wip and have 3X1024 res texture(diffuse only) so far. C&C Please.
*Images removed for faster page load.
Replies
Unique smudge/variated brick decals would really push the first and second buildings. There's a line of bricks with a different hue in your brick texture that make the tiling a bit more obvious - with decals this might not be so apparent, though. The little fenced areas and gutter pipes going up the sides are nice touches. The way the door is placed in the first picture seems like it wasn't really designed to be there - it's surrounded by the same brick of the rest of the building - there's no sign of a frame.
The third building has nice variation in it, but it's very obviously repeated, and seems like a quick texture job. The textures are missing that extra layer of logic, similar to how the door didn't have a door frame.
The newest building is better as far as wear goes. There's more dirt where edges meet up which is good. The bottom half looks pretty good - the top half could probably benefit with some more variation in the bricks as well, though. Also, maybe you haven't gotten to this yet, but it'd be nice to half maybe three different window textures, some open, some closed, and some halfway between the two.
What you have is done well; I just think it'd be worth further developing on it - these could look super rad with a little more love!
The first one, to be honestly, is reminiscent of a box made of bricks with windows slapped on. I'm no architect, but it feels as if you need something to define each of the floors - some kind of trimming to give the structure character and break up the silhouette, emphasize those sharp corners with some kind of decoration.
Overall though, I'd say these are quite nice.
anyways here is my progress on the third texture map I tried to make it dirty hopefully its not too dirty. Its pretty close to get done, and then I will go to the upper storey's texture to match those with this one with some dirt.
For your first piece I think it would be nice to see those windows broken up some more, maybe by adding in a/c units or flower pots/boxes etc.
Keep at it!
The tiling textures have already been mentioned but its also very noticeable on your 2nd building. Do your textures tile left to right on your map and if so are you moving your UV's across them to get the most out of them?
I would be careful about your poly usage. At what height will these buildings be seen from? Ground level? or maybe higher? If its only ground level you really dont need to model the window frames from any higher up than you can see when on the ground. I expect that means you can chop quite a few polys from your third model especially. Also, engines/cameras distort scale quite a lot so i would make the extrusions for the window alcoves a little deeper so its more apparent, currently from an angle they almost look flat.
Thirdly, 3x1024's for one building is a lot. The third building, which is your best imo, could easily be 1 1024 and possibly a 512 with a wide variety of windows on which you could use through all of your models.
I have removed all the window frames from upper levels. Frubes, I am not sure what your asking about UV's but you can see the wires of this building here. http://www.salman3d.com/environment/TS1w.jpg
I might not be able to change the texture sizes for this building but will keep in mind for my next project.
Here is the progress so far. Almost there....
Other then that, pretty cool dude.
The main thing that sticks out to me that isn't holding up is the curly knot carvings. They look like a picture tiled across the surface; it seems they have their own lighting, as well. All in all, even the design itself doesn't seem to match well with the rest of the building, with its straight and serious lines. Personally, I'd change that aspect of it - I really like the rest, though.
for example the size of the door, in relation to the sidewalk. looks kinda small. i mean. the sidewalk looks huge in size. ppl would have to have huge legs to step the sidewalk coming from the street.
The knotted tex/trim doesnt really feel right with the style and the scale of it is throwing me off as a viewer.
just fix up the scale of the sidewalk and the rest should seem in scale I think.
See what you can do about the spec on the brickwork but sometimes if lighting is strong enough in UE3 it blooms out areas anyway, so that might not be your fault.
1. Are the windows meant to be floor to ceiling? if not, there's too little space between the windows.
2. The scale is all wrong still. figure out the size of the windows you want in something approximate to real world values. do some research on window sizes and door sizes and go from there.
I've taken the door and placed it against a window above the door (same column of stuff, more or less- point was to get it at the same distance from the view as the door). The image's text should sum this up pretty well.
The building doesn't look bad (to me, anyway), but I'm in agreement with Keg that the scale is way off. If at all possible, try to determine the height of a floor first, then you should be able to more easily position and scale the windows and doors to appropriate heights. Right now, this building is made for smurfs (I would appreciate if you gave this thing a blue color btw, it'd make me happy), so get to work.
I'd like to see this in unreal3 with some more dramatic lighting! Looks cool
This scene has only 2 directional lights.
I am currently working on this model. It has 2880Tris and one 1024res texture. Still a wip though not complete yet.
I saw that you work in Maya.
How did you render with that shadows?....
I made a model that look preety nice in viewport , but I don't know how to render it, especially with shadows, glows etc....
Can help?....thank you
P.S. I saw in your portfolio and first impresion was that all your models are too dark also your building...I don't know why?
your opinion is very important. I will get that implemented soon.
ciprian0077: These renders are in Unreal engine3. I don't know how to make nice shadows or glow maps to display in hardware render(unless you do the software render but your normal maps wouldn't look right). That's why I usually take my assets to engine. Hopefully someone around here would help you out on that.
I usually keep the lighting a bit dark to avoid washed out look in the scenes, But is it too dark to see?????
Unreal engine3 it's freeware?......
Thank's for answer.
I like it! Aside from the teeny tiny doors(or maybe the windows are just huge...cant say for sure since i dont know what ref u were going by) but I think you did a great job
This is more of a general statement, but I'd be really interested to see more fully fleshed out levels being produced. Naturally, I'm taking into account that polycount isn't a level design forum, but it would be cool to play through some polycounters' levels! I know Virtuostic was working on a Mayan themed level awhile ago. Maybe he still is?
This is turning into ramblefest, so I r ending this transmission
Here is an update on my current building and some textures(original size 1024X1024)
Looks nice.
I worked on the normal map a bit.
I wrote a tutorial on how to setup reflection vector in a material in Unreal engine3. Here is the link. Please let me know what do think.
http://www.salman3d.com/tutorials/tut1.html
Looks awesome the only thing I'd change is I'd model out the little piece of stone under the pillar it screams decal at the moment with no depth in the side angles looking forward to seeing more stuff. Love the enviro stuff.
Dekard: I will keep those points in mind, I am not getting any free time these days, Mainly searching around to land a job.
Bummer man - it looks good to me - how long did they give you?
At least I got strong folio piece
onionhead_o: that decorative prop was another failed test for a mod