it looks pretty spot on so far im just curious, are you only doing the building?you may wanna try adding some assets around the building if thats the case. If youre just looking at the building, the scene may feel a bit empty, but still looking very good right now
Any plans to make this building more "asymmetrical"?
Yes, to some degree. It has chimneys scattered quite randomly on the roof. And there are stairs and doors on the other side of the building. But I'm not going to alter the overall shape of the building.
roof element's mesh looks cool to me. That ref is really nice, makes me wanna do that building, good choice man
However, I would first do modules of the main part of the building (walls, windows etc.) because right now it would look like doing a character by doing this hat first.
Check this thread, it may give some ideas about the workflow: http://forums.cgsociety.org/showthread.php?f=39&t=444791
I think it would be better if you can manage to use a single tiling brick texture for most of the bricks. At least, I would put a quad between A and E parts which will hold lots of bricks so both A and E parts can become smaller. A smaller quad may be useful between A and C parts which uses the same texture as the former quad.
I'm not an environment artist at all, but why can't C and D be the same modular design?
I'd wager he intends to model it and mirror it. (the caps are slightly different sizes but maybe he feels there isnt much point making them different, idk)
looks a bit sick, good way to tackle making a facade.
Looks correct to me, except that C and D can be the same. I mean, they can use the same texture but can be different mesh pieces if you don't wan tto deal with mirror.
"B" module I suggest not to be cut in the geometry but to be placed slightly over the wall surface. This way "A" modules can have their top/bottom edges being nicely welded.
"B" module I suggest not to be cut in the geometry but to be placed slightly over the wall surface. This way "A" modules can have their top/bottom edges being nicely welded.
I'm not totally sure but I have a feeling that could cause problems with shadows. B could cast unwanted shadows on A.
Here's another version. Not a complete one but you get the picture
This time I reused much more the same texture space on the windows. I'm not sure which plan is better. Any suggestions?
I suggest that outer edges' vertexes of every module fit together so that they can be nicely welded.
Here's an image showing edges that don't match each other:
Yeah, you'll need to fix those T junctions or they will render funny, leaves like a little space between them if you don't match them up correctly in some engines.
Replies
I accidentally made gutters hidden before grabbing the wireframe pic. So here's the same pic with the gutters:
I'm not sure I understand what you mean.
Thanks!
Yes, to some degree. It has chimneys scattered quite randomly on the roof. And there are stairs and doors on the other side of the building. But I'm not going to alter the overall shape of the building.
Shot at 2009-01-07
LOL...you must be joking
Here's some REAL progress
However, I would first do modules of the main part of the building (walls, windows etc.) because right now it would look like doing a character by doing this hat first.
Check this thread, it may give some ideas about the workflow: http://forums.cgsociety.org/showthread.php?f=39&t=444791
I decided to draw a little plan before modeling the wall. What do you guys think about it?
Keep it up, nice works
I'd wager he intends to model it and mirror it. (the caps are slightly different sizes but maybe he feels there isnt much point making them different, idk)
looks a bit sick, good way to tackle making a facade.
Looks correct to me, except that C and D can be the same. I mean, they can use the same texture but can be different mesh pieces if you don't wan tto deal with mirror.
"B" module I suggest not to be cut in the geometry but to be placed slightly over the wall surface. This way "A" modules can have their top/bottom edges being nicely welded.
I'm not totally sure but I have a feeling that could cause problems with shadows. B could cast unwanted shadows on A.
Here's another version. Not a complete one but you get the picture
This time I reused much more the same texture space on the windows. I'm not sure which plan is better. Any suggestions?
Here's an image showing edges that don't match each other:
For some reason I didn't realize to take picture of the whole building, but fortunately I found one from the internet.
http://www.mybesthelsinki.com/HelsinkiArchitecture/Stockmann_Argos_building_Helsinki.jpg
I started modeling that cool corner facade:
Shot at 2009-03-09
Yeah, you'll need to fix those T junctions or they will render funny, leaves like a little space between them if you don't match them up correctly in some engines.