It's a corner of a department store located in Helsinki Finland. I have never low-poly-modeled anything that detailed. That's why I'm not completely sure how to aproach this. I'd like to hear what you guys think
In many buildings, including this one, there is a lot of repeating geometry. So what you need to do is take advantage of it. So model every style of windows and duplicate them a according to your reference image.
I don't think I explained that too well so maybe someone else can join add to what I said. :P
But isn't duplicating bad for processor? I mean, the more seperate objects the more rendercalls processor has to do. I have understood that it is good to model thing in large chunks as much as possible. And duplicating increases polygons.
seriously:
- try to find more reference pictures, maybe blueprints resources are everything.
- check out cgtextures.com if you dont know it already,- looks through some of the textures you could use
- find similar buildings with more details like single objects,- single parts that are better visible
then you could:
- create a smal sketch that catches what you want to archive,- what you want to include
starting in 3d:
- I like box, plane modeling alot- you just start with a plane of bos (6 faces) and extruce,- cut extend ec.t from it.
Its always good to seperate into multiple objects instead of 1 giant mesh with ugly all over the place devided loops.
Keep the models at the beginnig very plain to better fix proportions,- adding details later is no problem.
I cut window holes in two different kinds of walls using boolean. The wall in example A has been divided so that every window has its own polygon. This gives nice looking topology. In example B six windows are cut off of one continuous wall. This gives messy topology but fever faces.
People seem to use the version A more often. But why? Isn't fever polygons better than good topology? After all buildings are totally static, they don't need to deform at all.
Two reasons:
1. Long thin triangles create rendering problems, they should be avoided at all costs.
2. Building textures are usually packed into a texture sheet, so the sections in A are needed to section off the UVs. See Chris' tut here. http://chrisholden.net/tutor/max_tiling04.jpg
Duplicating isn't bad for the processor nor does it always increase the number of draw calls if the rendering pre-process is well done. You can draw a very large number of instanced pieces of geometry with a single draw call. Even still what is expensive GPU wise is state changes, loading and unloading of things, so if the majority of the scene you have can used cached vertex buffers and textures it can draw very quickly. You run into problems with having many unique objects and unique textures that can overflow the video ram and require loads from disk.
Replies
In many buildings, including this one, there is a lot of repeating geometry. So what you need to do is take advantage of it. So model every style of windows and duplicate them a according to your reference image.
I don't think I explained that too well so maybe someone else can join add to what I said. :P
Here is an example of a similar model.
http://boards.polycount.net/showthread.php?t=52743
I hope this helps at least a little.
But isn't duplicating bad for processor? I mean, the more seperate objects the more rendercalls processor has to do. I have understood that it is good to model thing in large chunks as much as possible. And duplicating increases polygons.
http://www.hourences.com/book/tutorialsmeshrendering.htm
seriously:
- try to find more reference pictures, maybe blueprints resources are everything.
- check out cgtextures.com if you dont know it already,- looks through some of the textures you could use
- find similar buildings with more details like single objects,- single parts that are better visible
then you could:
- create a smal sketch that catches what you want to archive,- what you want to include
starting in 3d:
- I like box, plane modeling alot- you just start with a plane of bos (6 faces) and extruce,- cut extend ec.t from it.
Its always good to seperate into multiple objects instead of 1 giant mesh with ugly all over the place devided loops.
Keep the models at the beginnig very plain to better fix proportions,- adding details later is no problem.
I cut window holes in two different kinds of walls using boolean. The wall in example A has been divided so that every window has its own polygon. This gives nice looking topology. In example B six windows are cut off of one continuous wall. This gives messy topology but fever faces.
People seem to use the version A more often. But why? Isn't fever polygons better than good topology? After all buildings are totally static, they don't need to deform at all.
1. Long thin triangles create rendering problems, they should be avoided at all costs.
2. Building textures are usually packed into a texture sheet, so the sections in A are needed to section off the UVs. See Chris' tut here.
http://chrisholden.net/tutor/max_tiling04.jpg
More tuts and info here, including Chris' full tutorial...
http://wiki.polycount.net/CategoryEnvironment
(or see Dekard's link above, same content basically)
Also fewer polygons aren't always better, as mentioned by eric but also this thread.
http://boards.polycount.net/showthread.php?t=50588
batch batch batch.