Hey there. needing some help, C&C with my first building
i chose to create the firehouse from ghostbusters as a learning curve.
couple of reason ive picked this, basic shapes & plenty of ref online.
some of the things that i want to learn from this are;
- efficient way to model individual environment buildings.
- uv layout for buildings. ( tiling & planar proj)
- normal map for buildings / ao maps. (no experience)
ok, so ive creating the model. i know its pretty basic, with not a lot of detail.
here are some of the things im not too sure about, before i go onto texturing.
http://www.flickr.com/photos/21292520@N02/2747039604/
(i couldnt attach anything in this post)
MODELLING
should i keep the bricks around the windows or normal map them on a decal/polygon?
polycounts. i dont know what target i should be aimimg for. prob next gen.
with bricks around windows 2000, without bricks 960.
UV LAYOUT.
Do i planer map/unwrap each surface?
i understand how to create a tileable texture, but how do the uv's get layed out?
(im using maya 8.5)
NORMAL MAPPING.
Can i create sharp edges with normal map textures, ie. the edge of bricks, grooves?
any help would be great
thanks
McG
Replies
Here's a link I created with a bunch of the info to get ya started on some environmental modeling.
http://boards.polycount.net/showthread.php?t=53002
Uv layout depends, modularity is key.
The bricks don't seem to add too many poly's but what's your goal? 10k total? UV's should still get layed out even if you use tiling imo
you'll need to bevel/chamfer an edge on the building or it maybe too sharp of a corner.
Good luck, nice start.
Also, according to some of the ref's are the buildings first level goes back another 6 feet or so for some reason.
http://flickr.com/photos/ritzphotos/1527238491/