so since i got a new computer at home and vacation is coming up i figured i join in..
nothing fancy, simple facade i took some pics of on the way home from work
so this is my basic piece layout. I might make a corner piece aswell but im not sure. the blues are basiclly the different windows and so i can mix and match with my yellow piece. about the greens i havnt really decided if i gonna bother make that little doorpiece. its on the bottom of the priority list right now..
AND, since it sucks to just post reference and no art i whipped up this awesome electric cabinet
Replies
basically its the door piece + the bottom window piece. right now each piece is 512 units wide and 768 tall. (im considering turning the bottom 256 units into its own piece but im feeling the laziness coming... :poly102: ) I kinda think its coming of as a bit wide compared to the ref but i will probably leave it as is so i get everything aligned and grided properly
i kinda got carried away when modelling in all that detail to the facade but i think i might gonna keep it. Depends on polycount and how well they work togheter with the normal map.
when i get home from work i plan on finishing the actual door and start to try out some materials.
i probably lay out the remaining floors and the top piece before i move to materials.
I'm trying to figure out where in Stockholm that is. too many buildings that look like that. heh.
bitmap: they would both be polys you know but this model is not subdivided. for normal baking i think i will create the pieces i need and then bake them down to a sheet with normaldetails rather than making the whole facade in high-p
(then again I know jack about modelling and could be very wrong)
yes
Got some more stuff done during lunch today. This is the pieces i will use. (unless i do that corner piece but i dont think so) Comes in at ~6500 atm so plenty of room for props
composition:
Looking nice though.
This could be a great start for the high poly bake. Keep up the good work I look forward to seeing more!
anyways, as i said in my earlier post the rivets in the stone is kinda OTT i know. some of the other stuff modeled in is gonna get replaced by materials and normal maps also (like the arch over the windows etc) just like to model stuff in to get a feeling for the piece.
tnxs for the comments and feedback so far guys
This is a videogame art forum don't forget. Budget is every thing in what we do.
What you'll want to do now is bake that information to normal maps and continue on.
Of course for efficency sake it doesn't mean I just go hog wild, but it gives people who are doing smaller sets a lot more room in terms of this contest.
I'm sure my logic is flawed somewhere here.
anyways, like murdoc says its not really crystal clear. And ofcourse im not talking about a single modular piece, im talking about the eventual set of pieces you would end up with. Say if i make 10 pieces a 2k each, thats not crazy much.
Imo when building modular stuff you do create a library of assets to reuse ingame and not a "set piece" with a max triangle count.
If you want to do more detail, go with a smaller building. if you want a large building and concentrate on overall shape/composition, then your triangle density will be far less than that of a smaller, more detailed building.
Basically - if you can't figure out how to do a 20k building/mini-scene with a large emphasis on modular design than this challenge has something else for you to gain from
just saying there are more than one way to see this. after all, it wouldnt really be free range on triangles with my way either.
aneeways.. back to the fun stuff.
i mocked up some materials.
first road and pavement. No spec or anything fancy yet
and i started on my brick texture:
same with this one, needs spec and it uhm also needs to tile a bit less i just noticed heh.. I think im might wanna get away from the two tone brick in the reference and go for a more worn look (and make it brown.. and with lots of bloom )
edit: hrm, my links to the pics got edited out for some reason.. back now anyways!
man o man do maya suck for quicky renders and screengrabs
i think im gonna start exporting this into unreal soon and see whats really goin on!
oh, and the stone rivets are now officially normalmapped^^
Oh and im not as pedagogical as adambrome and EQ and the guys but if u wonder about anything just ask and i try to answer