Hey folks,
Could I get some critiques please?
based on these concepts -
It is 6,990 Tris right now, but I'm expecting it to be around 6,500 Tris after I do some optimizing.
The backside will be attached to a lake / pond, which is the reason for the extended support beams and pillars.
The biggest thing I can see right now is the castle tower, the windows don't really need to be geometry.
My main goals with this project are:
1) to show how important tiled textures can be to a building and environment.
2) to have a complete, unique scene probably lit along the lines of Fable 2, as opposed to anything too dark and grungy.
3) To have a kickass portfolio piece
Let me know what your opinions are, maybe you have some ideas for props and such.
Thanks in advance!
Replies
also thelower roof sections would look ace if they were straw atm they look a litle solid, infact i would add an alpha edge to the slate roof as well to add nice irreularity
I like how you've given it a lot of 'imperfections' which gives it character. I don't think you need to worry about the tower windows, but the small circular window on the right side (top image) perhaps has a bit too much detail compared to everything else. Unless you're planning to change the camera angle to give it a bit more focus?
Can't wait to see it textured!
@Shepeiro
Thanks for the input. I'm trying to figure out the best workflow for that, the roof I have there could be temporary I suppose. I was just going to put some alpha mapped grids on top for the straw and still have the roof section under it.. But thinking now that might be a substantial waste of polygons. I'll think about it. I guess I'll delete that roof section and just put some alpha mapped planes there, maybe tweak them to give some mass.
@Hurreman
Thanks . I've been doing tons of reading around here lately on which direction I should go with things and have learned so much from Kevin / AdamBrome / so many of the other great posters here. I wanted this to be sort of a culmination of all of the things I've been learning. As for the camera angle, I'm planning on rendering this in Steam Engine, I'll have to do some research and figure out my constraints with that engine first, but I think it should be ok. You're right about the circle piece, it's a bit too detailed, there's no need. I toned it back a lot and made the little iron cross inside of it read better.
Here's the first pass of my plan for textures. There's definetly some problems with it for now. I don't think I gave the stone tile enough space, and perhaps too much for the Plaster (convenient?)
Forgive the big black marks, i was a little frustrated with XSI and had to take it out on my sketchbook.
I have some optimizing to do, obviously, but this baby is coming in at about 900 polygons. I tried to pay a lot of attention to the silhouette, I think it turned out pretty nice. Anyone have any ideas / suggestions?
*edit*
New front side of building, added some more beam supports, made the stairs less steep and some other miner fixes.
A quick google of stairs will show that stairs arnt very high compared to how long they are as it gives you a higher chance of tripping since you have to raise your feet that much higher to step up.
Edit: This is based off your redo of your stairs which still look to tall compared to how wide they are.
Other then taht its looking pretty good, keep it up.
Need to find good concepts for buildings, don't know where you guys find them!
Booth the house and the bridge have lots of intersections that could be spared. I also think that the balance for the house in terms of scale of each element is not yet found - some parts like the stairs to the front door have to tiny pieces whereas the roof has very huge surfaces. I think you need to get a little bit more together with the different sizes and work more towards a average size of things.
But in general the proportions already work
Good stuff thus far. Keep up the good work.
The normal map will take out the hard edges on the supports - Also there are some color corrections to be done. The rope will be darker, have some more dirt and crap on it from the water / elements. Also, I think the supports should be partially redone. I don't like how they turned out on the first pass.
More stuff coming later today
Thanks for looking!
!
Is it typical in games to have the windows/doors/other things stuck on to the building without welding it to the base mesh? Or is it better to attach and weld it to the building mesh so its one solid piece?
I ask because I'm just finished a building myself, but I have attached/welded all the pieces, and if I didnt, I'm sure my tri count would have been significantly lower.
Thanks!
Is it typical in games to have the windows/doors/other things stuck on to the building without welding it to the base mesh?
It is typical for games to just stick on doors / windows / other things without welding it. The way I did it is pretty acceptable.
Thanks for the compliment!
@Fly-Soup
On it .
Overall it looks really good however the texture needs a bit of work.
I cant remember the English word for it, but lets just call it the white walls. They look a bit boring, and they lack a color variation, add a bit of grime that will probably do the trick. Take a look at fable 2, that will probably give you a bunch of good ideas
and while typing this I read you didnt have any specular, so yeah, do a goodjob with that and it will turn out great
Goodluck