since i am very lazy in my freetime ithink i have to show this in here to get it done
(because of critique and stuff, and people kicking my ass finishing it)
what ive got so far is a tilable set of windows, maybe i should reduce the polygon amount of the ledges and keep the detail with a normalmap or something
and i need some advice in color choice im still pretty unsure about that
(some put together test)
Replies
This would be great with a set of skins for a game. If the building base was red brick you could easily reskin it in editor as blue brix, etc... Same with trim.
I think you should add window trim to the square windows though. MAybe even around the arched one. But the square ones look like you got lazy and didn't want to add detail so made them to fill the whole area.
I think it's a cool style though.
do u think i should make them smaller?
like this?
You may be able to imply more detail for the windows with normal maps. As for color think about the types of materials used to make the building. Is it stone, brick, stucco, cement or plaster?
I don't know what these parts are in english so I couldn't find a picture of it, this is dutch but pixels don't speak languages. What columns do is transfer vertical load to the base, I'd suggest making a pretty sturdy base that doesn't look like the part that goes ontop so it doesn't confuse you.
How you got them placed now, they are not very functional and you're missing out on giving it extra depth. Going by the picture, making your "architraaf&fries" go over the platform of the column makes it feel good constructively and breaks it up visually too.
Kroonjist=Cornice
Fies=frieze
architraaf=architrave
All of these are elements always associated with "classical" architecture. You can google those to get some ideas.
actually one step further heres a visual referance
the columns are just a frame for the window, as i thougtl...^^
I think the points made about the columns are good. Would probably look better with that top trim above the columns than hidden behind. Would make more archi-sense too.
I see nothing but windows as of now...
i mean there is no top atm, so where to put that?
@pilang:
im working on a door too *G*
put together it looks like this, but i think i have to add some dirtplanes to make it look less tiled
there is stil alot to do^^
The white stripe above the window should actually be a 3d piece that sticks out and 'caps' the columns. Then the next higher set of columns would set on that. There would be bricks above the window and under the white piece.
I think that would make it look closer to 'real arch' that was in those pics others posted. It would also help break up the very strong vertical lines and add a little more horizontal.
I think it would also give a little more room to 'squeeze in the floor and ceiling'. Right now it seems like it might be a really thin ceiling/floor to fit betyween the windows and not have the windows all the way to the floor if you were inside.
Plus it would make it look like the column were supporting the seperate floors. Currently they just look like they support other columns (and eventually the roof)
another update, i hope that is what you meant^^
i still need to add the dirt to the model, (atm its hand painted on the shot *G*-> fake)
I think if the lower 'horizontal' pieces were more plain it would make the final trim up top stand out more. I know you're doing the modular thing, so not sure if you want to have an extra piece that's more plain but I think it would help.
After looking afew times I think the same 'trim' on the foundation shouldn't be there.
I like the tex choices, I think they fit the style really well.
I like the pillars by the stairs but they almost make the door seem crowded. Guess it'll depend on the doors.
but changing the detail means rework the uvs^^
i think, i have to finish the entrance before thinking about the trims
update : everything is textured, but there is still no door^^