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"Mod Facade" Challenge - Motives

motives
polycounter lvl 18
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motives polycounter lvl 18
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

pieces.jpg

pieces.jpg

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 :)

cabinet.jpg

cabinet.jpg

Replies

  • CIgano
    i love those renaissance palances, looking forward to this
  • motives
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    motives polycounter lvl 18
    its crazy, but i got some shit done today during lunch! (actually a few hours after lunch aswell, but dont tell anyone :))

    progress_1.jpg


    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.
  • motives
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    motives polycounter lvl 18
    got some more work done tonight. No materials but got the first floor layed out and got closer on finishing the door piece. (just need to find a copy of zbrush and start sculpting those swirleys :))

    modules.jpg

    i probably lay out the remaining floors and the top piece before i move to materials.
  • Kawe
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    Kawe polycounter lvl 8
    looks good.

    I'm trying to figure out where in Stockholm that is. too many buildings that look like that. heh.
  • okkun
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    okkun polycounter lvl 18
    I think the sign says Valhallav
  • Pedro Amorim
    is this poly model or sds?
  • motives
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    motives polycounter lvl 18
    yea kawe, hawkeye-okkun got it right :)

    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
  • Pedro Amorim
    so this is your lowpoly?
  • CIgano
    judging by the smoothness of some areas I think he's doing a highpoly

    (then again I know jack about modelling and could be very wrong)
  • motives
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    motives polycounter lvl 18
    bitmap wrote: »
    so this is your lowpoly?

    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 :)

    wire.jpg



    composition:

    progress_2.jpg

    progress_2.jpg
  • Joshua Stubbles
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    Joshua Stubbles polycounter lvl 19
    Really fantastic so far, motives.
  • RazorBladder
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    RazorBladder polycounter lvl 18
    Surely the indents in the stonework on the first floor is better being rendered in a normalmap than actually being modelled.
    Looking nice though.
  • Pedro Amorim
    i mean. the thing im asking is because the tri limit is 20k. and with this pieces you will exced that limit for sure. but i dunno. i guess for portfolio reasons its cool.
  • Mark Dygert
    I agree, its fantastic work so far, but bitmap brings up a good point. Quite a bit of this can be handled by materials. I wouldn't hack out too much detail but make sure you're using your polys wisely. If you can trim out 2k polys and put that back in as props or variation then you should.

    This could be a great start for the high poly bake. Keep up the good work I look forward to seeing more!
  • motives
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    motives polycounter lvl 18
    I must say i thought the poly limit was concerning the total amount of polys in the pieces you make. Not the total when you start putting those pieces togheter? Seems weird to me that the polygon limit in a contest about modularity is in the scene total rather than in the pieces.

    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
  • Tumerboy
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    Tumerboy polycounter lvl 17
    Modularity is all about maximizing the efficiency of building your scene. You might add a few polys to any given section, to make it more flexible in it's modularity, but I can't imagine ever having 10-20,000 polys on a single modular piece. So, I don't know why you would assume that number was for each piece. Either way, your scene looks great, just call that the high poly version, and bake it down.
  • adam
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    adam polycounter lvl 19
    Of course the TRIANGLE total is in the entire scene. 20,000 triangles for a single modular piece is inefficient no matter how you cut it. Common sense, Motives, should have you at least question why we'd ask for 20,000 triangles per modular piece. =P

    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.
  • Murdoc
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    Murdoc polycounter lvl 11
    This is where I was a little confused in the main thread, not about the total limit, but when sticking these peices together say he has a 6 story block long building and I have a 2 story 1/6th block long building that gives me a lot more polys to work with.

    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.
  • motives
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    motives polycounter lvl 18
    yea well there is no problem for me takin polys out of the building

    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.
  • adam
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    adam polycounter lvl 19
    Well, it wouldn't be a challenge if it was free-range on triangle count now would it? The limits are the limits, its up to you to find out how you use it.

    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 :)
  • motives
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    motives polycounter lvl 18
    well, im not questioning the rules or anything. (ok maybe a bit :))
    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

    materials.jpg



    and i started on my brick texture:

    brick.jpg

    brick.jpg

    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!
  • motives
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    motives polycounter lvl 18
    started with the concrete/plaster on the facade.
    man o man do maya suck for quicky renders and screengrabs :)

    materials2.jpg

    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^^
  • man_o_mule
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    man_o_mule polycounter lvl 18
    really nice textures going on there.
  • motives
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    motives polycounter lvl 18
    i started texturing the door. Im kinda cheating with the normalmaps and just render everything i use down to a plane and then slap it on the texture.
    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 :)

    door.jpg
  • Kawe
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    Kawe polycounter lvl 8
    okkun wrote: »
    I think the sign says Valhallav
  • EarthQuake
    hey, watch who ur calling a pedagofile.
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