WIP shots of the model. I am creating the modular pieces in position, and then when I am happy with how it relates to the rest of the building I move it off to the side, to my UV playground, where I can UV the pieces and then transfer the UVs to all the instances of each object.
Adam - Thanks, everything together is just shy of 13k tris atm.
And thanks to you and the other guys for putting together this challenge, I haven't worked on realtime environments in awhile, it's refreshing to get into it.
Holy shit, that looks rad. The work you've put into the geometry is amazing. I'm wondering if the shutter details could be better served with a normal map, though?
Adam - I hadn't planned on putting sides in at all, I imagine there would be two buildings sitting on either side of this one. I suppose it's worth having something in there for presentation purposes though, I'll toss a tiling brick texture on the sides and I'll see if I can detail it out a bit to make it more interesting.
Lotekk - Thank you. I thought the same thing with the shutters and I'm still not sure which way I want to go with them. Its an expensive piece of geometry at 175 tris per shutter, especially for something on the second and third floors (assuming this would be a GTA-esque building where the player is walking at street level).
I am going to keep the geometry there for now, so that I can open or close them on different windows to add some uniqueness, and it gives me the option of breaking some off or bending them at different angles.
Though if I need to optimize the scene I will definitely try a normal map on them and see how it holds up.
Update on the base modeling, I'm finished with placing everything. Still lots of small details and decals to add, but I will work those in after the first pass of texturing.
17k tris, so I can afford to add a lot more detail to the ground level. I plan on going through and beveling some of the edges that would be close to the player, like the four pillars for example.
Gonna plan out the texture layouts and start UVing now.
Goddaaaaaaamn that looks pretty. I'll say it again, I looove the geometric detail you've got going on there. And about the slats in the windows, I take back my previous comment. You're probably right in that it would look pretty cool to vary them individually, which would add a lot to the character of the place.
Someone has a fetish for wood!
Considering what's left of your poly budget, some corner bevelling and a few decals would finish the building itself off nicely.
Now that I've got some time to actually write something constructive and not just tickle your balls with how well of a job you've done I'd like to say something I wish I could tell everyone.
With the extra 3,000 triangles I'd much rather see some new details added rather than bumping up the resolution of your mesh here and there by way of bevels and extrusions.
What I mean is.. add something interesting.
Not that your piece isn't interesting, but lets face it, its a facade. (Zzz.)You can obviously model and comprehend modular design so why not push this piece further? Get in there and tell us something.
Perhaps this home was used as a small HQ during a zombie infestation? You know - boarded walls, barbed wire, slots for rifles to poke through, trip mines on the front yard - that sort of thing.
It's a great piece as it is but it's rather depressing to only see a small number of people thinking outside of the box for this competition.
I dont really agree with adam here, i think what you've got now is a very slick, good level of detail. Adding in a bunch more stuff would just make it busy and detract from the feel overall. A few more things maybe, but right now theres a lot of stuff thats pretty blocky, so putting those polys to better use, up the quality overall on a scene that already has a good deal of detail is what would pay off. Do some really cool pillars like you said, make a good highres mesh form them with some unique shape. Stuff like that
Replies
Overall Layout:
And the individual pieces:
I wonder if it's really necessary to have those little circles in the top trim modelled in? That stuff seems like it'd be ideal for a normal-map.
MoP - Thanks, and good point about the circles, I will include those in the normal map.
And thanks to you and the other guys for putting together this challenge, I haven't worked on realtime environments in awhile, it's refreshing to get into it.
Will you be doing the sides of the facade? You make me want to go back and cut in more geometry to my stuff now!
Lotekk - Thank you. I thought the same thing with the shutters and I'm still not sure which way I want to go with them. Its an expensive piece of geometry at 175 tris per shutter, especially for something on the second and third floors (assuming this would be a GTA-esque building where the player is walking at street level).
I am going to keep the geometry there for now, so that I can open or close them on different windows to add some uniqueness, and it gives me the option of breaking some off or bending them at different angles.
Though if I need to optimize the scene I will definitely try a normal map on them and see how it holds up.
17k tris, so I can afford to add a lot more detail to the ground level. I plan on going through and beveling some of the edges that would be close to the player, like the four pillars for example.
Gonna plan out the texture layouts and start UVing now.
j/k looks schwwwweeeet
just...
WOW
Considering what's left of your poly budget, some corner bevelling and a few decals would finish the building itself off nicely.
With the extra 3,000 triangles I'd much rather see some new details added rather than bumping up the resolution of your mesh here and there by way of bevels and extrusions.
What I mean is.. add something interesting.
Not that your piece isn't interesting, but lets face it, its a facade. (Zzz.) You can obviously model and comprehend modular design so why not push this piece further? Get in there and tell us something.
Perhaps this home was used as a small HQ during a zombie infestation? You know - boarded walls, barbed wire, slots for rifles to poke through, trip mines on the front yard - that sort of thing.
It's a great piece as it is but it's rather depressing to only see a small number of people thinking outside of the box for this competition.