Hey, I'm working on a mini-environment. Just a wall or two and a few props. I'm aiming to keep my low poly under 5000 tris.
Here's a quick screenshot of my current highpoly thus far. I'm trying to come up with some ideas to fill all of the empty space on the walls without adding too much low poly-geometry. Suggestions/Comments?
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Any wandering characters or props planned?
edit : don't forget to extend the passage past the arch so it doesn't break the illusion of a continuous environment.
Very cool so far tho, I love the door
-N
No characters for this piece.
Though, i could add a prop if necessary. Really I'm looking for a way to bring the empty space of the walls to life without overdoing things
There is going to be a light coming from the structure above the door, illuminating the door itself.
I like the idea of another light somewhere in the environment though. That's very helpful Mechadus, thanks for the input both of you. Keep it coming
lol just throwing out ideas. :icon15:
Anyway, What do you guys think about having a large utility pipe running around the lower segment of the wall. Obviously, the one in the screenshot here is JUST TEMPORARY for block-in purposes. If I keep it, I'll add a base and more interesting wall clamps.
So should I run with that or do something else with it? Maybe a series of smaller pipes running to a utility box?
Vj
First the envirenment is looking really good so far. Few things:
Is this environment an installation that is carved into the rock face, like the side of a mountain? Or were you thinking of damaged concrete walls. Cause right now what sort of bothers me is how the hipoly metal pipes, doorway and floor just meets the flat surfaces of the wall. I think you could sell this better if bridged those elements together better. Like making the enterance recessed into the wall or adding a small trench between the floor and wall.
Good job.
-Neil
I agree with you entirely, I've been meaning to address that. Thank you for the input!
The lows are basically finished, but still need to be unwrapped. I've sort of been modeling them side by side. I usually do low, then high, but this time I'm just shifting back and fourth.
Anyway, I think I'm going to work on transitioning the wall from the floor, then say this is ready for texturing.
Unless we've got a bit of backstory behind it, that is. Like it's an ancient alien civilization that built the place, then some boring humans came and made it their camp and bolted a pipe to the wall for good measure. Then it'd fit.
I want this thing unwrapped and textured today, so I'm planning on moving on as soon as possible
Also decide what you want the final lighting to look like or at least the angle. This can cause major difference on how your scene looks. Not to mention dark shadows are good ways of leading the viewers eyes away from empty space and directing them to the main focal points in your scene.
Very impressive work over all.:thumbup:
I was planning on sandstone from the beginning. Glad it carries through in the model.
Yeah, it definitely has a starwars-y feel tatooine archetecture and walls with an imperial feel to the floor
http://www.adambromell.com/articles/article3.html
Thanks for the input Jeremy. I'll take it under consideration, maybe do something interesting with the textures. For now, I just want to get this thing done
hoping to see your interesting textures.
maybe add a godray or some mysterious object infront of the door left by some evil alien who has evil intentions because hes so evil. . .
at 2468 tris