Hi,
Currently working on this building. Mainly made this with the level of details to keep the Player at ground level. Currently it has about 3500 tris(its only front and side) and one 1024 X 1024 map(ATM diffuse only). I will make other maps soon. Looking for critics:)
Final lighting will be night time lighting in Unreal Engine.
Replies
Will pimp again and show the update tomorrow
when modeling buildings,u have to be keen on the variety of details as obersli mentioned here. right now its too monotonous and boring,try using some decal patches(alpha textures) and slap em to where ever u need the variety.
another modeling detail u always have to remember is to not leave the edges of ur buildings like razer sharp.slightly bevel it so that it will look a bit more realistic.again this depends from where u see the building and stuff like that. You can also model damage details to make it a bit more interesting unless u really need a mirrors edge kinda building.
Cheers
Vj
Also dirt decals, graffiti, pipes, air conditioners, stuff on the roof, etc.
The only major thing that i don't agree with is a LOD for the top floors. I think that does not save many tris (at least not enough to be serious amount in current gen) but it reduces the quality a lot.
the difference is clearly seen in pillars and windows. Basically it looks like side by side comparison of with and without extrude Thus the absence of volume on the top 2 floor becomes more evident.
Cheers!
and try and add a fire escape stairs to the side of the building ,which will look interesting.
I would love to see the other maps like spec,nomal,occlusion. and ultimately imported into unreal as u were planning i guess.
Nice job and Cool progress dude!!
Vj
Nice to see that u have added details to the upper floors.
For now the only thing i can add is that windows look too glow. Usually u never get that bright uniform color in windows. One can get that effect with photography but the human eye normally won't see that glowing like that Usually it is less bright and one can see what's inside e.g. blinders, curtain or even some celling. A good example would be this screenshot:
http://www.stefan-morrell.com/oe2/OE2template_1440_offline.jpg
But in general the building is shaping up nicely. Lamps turned upwards to lit the wall add a cool detail as well.
the result is nice, maybe some xtra decoration objects (posters, dirt, boards, door number, any signs,...) would make it look less sterile
Though, if this is a building you want people to go into, I would light up the doorway, rather than the windows on either side.
Same as everyone else mentioned about the glowy windows. It's a good start, but some variation/blinds/curtains would help considerably.
Your textures are good (though the watermark is kind of ridiculous) But your UVs seem a bit odd. It looks like the wall segment with the window on it is being stretched a bit horizontally. I would avoid stretching textures whenever possible.
In this instance, I would go as far as to just pull all the brick out into a separate 256 or 512 tiling texture, and just place windows on top of that as decals on the upper floors, or cut ins down below (like you have now)
I would brighten up the whole facade a bit (there's a lot of lights in that area, so some reflected/bounced light would be lighting up even the darker parts of the front.)
Also, your 'Edge DVD' sign is glowing, but not casting any light on the building. I'd toss an omni or two in that sign, to show some light on that corner of the building.
cheers!
The only thing that popped out at me is the top room on the corner has 1 window lit but the one on the other side is dark. Both should be dark or lit if its the same room me thinks. Otherwise very cool. Keep it up! :thumbup:
The texture is stretching a bit only on the window not the whole section:)
Also fixed the problem mentioned by imb3nt. The side walk is temporary, it has a nasty seam.
Let me know what you guys think.
Keep adding and before you know it you will have one awesome city block or corner put together.
the lighting is looking good, i like the little pot lights shining up at the building, adds some nice light/shadow.
Just seems a little out of place without something their.
And building how has got some more nice details
Now those windows are waiting for some spec
Vj
Thewiruz: The building is only pulling from that texture I posted(except fire escape, ac etc.). I hope this image makes sense.
Thanks everyone I worked on the sign a bit and I will make a few more contents around the building and will post an update tomorrow.
I'm interested
http://boards.polycount.net/showthread.php?t=53002
As a note for scene dressing: try some window ledges with flowerpots and AC units. Throw a storm drain along one of the corners to break up the straight lines.
Ashley: Its at 1577tris(this building has only 3 sides, no back). Here is wire shot.