Yeah I love that expressionist style, and I think it could work very well with game art.
Pea, if this was still around, it would stand a good chance.
Made some attempt at blocking in the parts. Crits appreciated as I'm a bit uneasy yet with the normal thing, what parts would happily "tile" with tiling normals and what are worth making unique normals for? thinking the little sign and the stuff above that, like the statue.
BTW how can I change the title so it appears right in the forum? When I change my first post title it only shows up in this thread.
Ok since it's been a time I did such a next-geny project my workflow was a bit all over the place. I was trying to make the stuff first in high-poly first, but that didn't work for me, as pieces needed to be nice and detailed for baking. Could never have made it in full highpoly. So I went on making more lowpoly, bit more highpoly, back and forth. Like this sculpted bottom-stop-object for between the long window parts( pink coloured in the overview) :
Then I realized with making this lowpoly I was practically making a block-in, so then I kind of ventured on making a lowpoly/block-in thing first. Result:
Now I'll be isolating the different sections, refining the lowpoly and sculpting some highpoly pieces for each part.
Thanks for the boost guys ! And nice work on your facade Eric.
Seeing as brick is the most important part in the screen on this piece I figured I could make it really shine. So I took off to make a nice base brick and take that to mudbox.
Made 5 whole brick variations and 2 half ones, and randomly placed them in a grout grid, made the end pieces on the side and top/bottom the same so it would tile. Xnormal saved my ass on this one, as max choked pretty quickly with the 8 million polys.
Slapped it in the mockup with a quick flat uv
Blocked out a basic diffuse too
diffuse:
The style I'm going for is really gritty but saturated, a range of reds and nice strong turquoise.
very nice bricks! but i do think it's a little oversaturated, if you compare that to your reference image it is just way more red.
keep it up! cool to see something i actually saw come to 3d
Gyaah! I fail for not making it in time, I'll still try to work on it as much as I can cope.
Thanks Japhir, I'm taking a bit of artistic liberty with the building, so I'm not trying to exactly match saturation. Still a good idea to dial it down a bit, this is just a rough first pass.
thanks Cody, leaving out the diffuse for now, straight ao+grey and normals
With all due respect to the architect and the style, but I hate the statues on top. Instead I made a little paintover that should make silhouette a bit more interesting too! Should be ventilation devices, little in/outlets in those vertical insets.
General update on the lowpoly modelin and bakin. I have some really annoyin fuzzyness going on on the top stone blocks, looks like it's going out into a lower mipmap or something, anyone know how to get rid of it?
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Most likely the coolest Bijenkorf in Holland. I love that building.
Looking forward to seeing you tackle this, I hope you'll find the time to finish (on time or not)
Pea, if this was still around, it would stand a good chance.
Made some attempt at blocking in the parts. Crits appreciated as I'm a bit uneasy yet with the normal thing, what parts would happily "tile" with tiling normals and what are worth making unique normals for? thinking the little sign and the stuff above that, like the statue.
BTW how can I change the title so it appears right in the forum? When I change my first post title it only shows up in this thread.
You took those pictures yourself didn't you?
Cool Cool I'm looking forward to this
I worked in that white building in the back to the left btw :P(Stadhuis)
Hadn't subdivision modeled in ages, only lowpoly hehe, was a bit rusty:
Then I realized with making this lowpoly I was practically making a block-in, so then I kind of ventured on making a lowpoly/block-in thing first. Result:
Now I'll be isolating the different sections, refining the lowpoly and sculpting some highpoly pieces for each part.
Seeing as brick is the most important part in the screen on this piece I figured I could make it really shine. So I took off to make a nice base brick and take that to mudbox.
Made 5 whole brick variations and 2 half ones, and randomly placed them in a grout grid, made the end pieces on the side and top/bottom the same so it would tile. Xnormal saved my ass on this one, as max choked pretty quickly with the 8 million polys.
Slapped it in the mockup with a quick flat uv
Blocked out a basic diffuse too
diffuse:
The style I'm going for is really gritty but saturated, a range of reds and nice strong turquoise.
keep it up! cool to see something i actually saw come to 3d
Thanks Japhir, I'm taking a bit of artistic liberty with the building, so I'm not trying to exactly match saturation. Still a good idea to dial it down a bit, this is just a rough first pass.
So I modeled some more and baked some more:
With all due respect to the architect and the style, but I hate the statues on top. Instead I made a little paintover that should make silhouette a bit more interesting too! Should be ventilation devices, little in/outlets in those vertical insets.
General update on the lowpoly modelin and bakin. I have some really annoyin fuzzyness going on on the top stone blocks, looks like it's going out into a lower mipmap or something, anyone know how to get rid of it?