I got the idea to make one of these after looking at some of the entries into the contests and challenges section.
This is my first try at making something modular like this, and the texture is still very WIP. I have a high poly made of this as well, so far i have only used it for baking AO, but I will be getting the normals from it as well.
My goal for this building is to have it look relatively new and not in a bad neighborhood. so there wont be excess amounts of grime and graffiti.
Any comments and critiques are welcome.
Replies
nice model, the texture still has some little space: maybe some xtra house lights or other smaler stuff?
I am thinking about what to do with all the dark windows.
Those are going to be windows with no shades in them so they look strange because you can't actually see anything behind them.
I am thinking about giving them a slight transparency and just throwing some random props I have made behind them to sort of fake an interior.
Still need to work on a specular map as well.
and some areas that have slight texture stretching i need to fix.
I am also starting to think this could benefit from a bit more grime in the edges and corners, some areas are just too clean.
Hmm maybe I should just apply the texture to the model with the watermark in it. can never be too safe. lol
Still some parts that I need to fix but I am close to calling this building done.
I will give a nice sidewalk to sit on though before I finish this piece.
Or a lower sun would cast the building in a nice orange glow
Changed up the mentioned areas. The updated texture itself has more color variation added to it then this render shows, I will try playing around with different sun settings to see what kind of colors I can bring out as well.
looking good, though!
one little crit, is that alot of your poly detail you have could be better served by normal maps, this would help with image quality when rendered without high quality AA. particularly in you rtrims, esp the trim at the top.
if you use normal maps baked from high poly in these areas, the sharpe edges will mip-map out at distance giving you a much less fizzy images, very good when you have alot of parallel hard-edged lines like in your trims.
again not really an art crit but if you were to get it in-game would improve the way it rendered no-end.
well done. :thumbup: