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Elizabeth Street Project - Flinders street Station WIP

Hey all,

No doubt you've been seeing some building models from Melbourne CBD this week, I have the audacious task of Modeling the Flinders Street Station (from the Elizabeth Street view) In the future I would like to model the entire building but for now it's just a section.

station.jpg

Basically I started with the reference image and did some manipulation to get the lines right.

I have just reduced size and quality for quick viewing but I got plenty of hi-res stuff at home.

I haven't spent a lot of hours on this model but I've been working on it over the past 5 weeks in class and occasionally at home. These first few screenshots show the early progress of the building,

I started with a plane with a photograph of flinders, UVW and started pullin verts... since the type of building I was modelling had a mirrored design I could half the work by using symmetry :)

The first mistake I realised I made was modelling the whole building with quick slice and extruding. this was a problem because lines weren't straight on all windows and pillars etc...

these were the early shots:

bldg-old.jpg

bldg.jpg

Afterwards I ended up copying one of each item (window, column, arch...) with a UVW of the window I fixed up in Photoshop to make it all flat and easy to tile, and cloned them a heap. I dragged off the model I was using so I could manipulate the one and have the others update plus to see how things looked as a whole.

So at this point I have a collection of objects lined up to form the building.

I was rushing earlier to get some screenshots so I forgot to get some updated pics or shadow renders but here I have the sections i've been working on to increase detail...I'll post another shot on the windows with no texture and wireframe when I get back on the other pc.

The Arch here also consists of a couple of planes to minimize having a 50 sided poly or an extra 50 polygons.

arch01.jpg

windows.jpg

at least you can see here all of the extrusions I made.

windows1.jpg

So for now tell me what you think of the moddeling and any improvements there could be. I am yet to properly UVW Unwrap what I've done and my texture maps are not finished so there will be lots more screenshots soon

That's all for now,

thanks :)

Replies

  • elte
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    elte polycounter lvl 18
    I miss Melbourne :(

    What's this project for?
  • Timtopia84
    The project is to build a scene of buildings and props, each student has been assigned a facade of a building on Elizabeth St. between Flinders St. and Flinders Lane, so basically we're recreating this scene we've also picked a few props, (seats, chairs, power lines, bins etc.) to model, everything is to scale by the meter. Once the scene is complete we're putting it in a game engine, most likely UT3 to see how well it runs. for the moment we've been taking photos for reference and building the models from these photos

    Here is another shot of the building in the perspective view with no textures

    FSSperspective.jpg

    and here are some renders, I intend to remove poly's in the future to limit the count.
    FSSrender.jpg

    FSSrender2.jpg

    FSSrender3.jpg



    I still need to add some more detail to the smaller window, work on the small scroll things on top as well as finish the clock tower
  • elte
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    elte polycounter lvl 18
    Awesome, what Uni u're in? Games design course?
  • Timtopia84
    Hey, sorry i didn't get back to you sooner, I am studying at Victoria University and yep I am studying Game development

    Anyway here are some updates, I have now completed about 99% of the model...well enough to start texturing. Here are some renders of the building as well as a shaded wireframe and polycount, I am constantly looking around the model for any place to remove poly's without sacrificing detail, so far it's almost perfect in terms of poly flow, i closed all symetry and welded all the seams, still is it a massive polycount??

    In the renders I just added a skylight and a free directional light.

    Don't worry about there not being any poly's on the roof of the main building, it's all going to be viewed at street level so you won't ever see the roof or the back.

    render2.jpg

    render3.jpg

    render4.jpg


    render5.jpg

    render6.jpg

    render7.jpg
  • ZacD
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    ZacD ngon master
    whats the tri count?
  • Timtopia84
    30814 tri's, which is 15,686 poly's
  • ParoXum
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    ParoXum polycounter lvl 9
    Looking great. Especially the tower.
  • Ben Apuna
    Yup that tower is sweet! The rest of the building isn't too shabby either :) Keep it up, I'm looking forward to seeing more of this project as it progresses.

    Your team should start breaking stuff up into modular chunks and getting them into Unreal asap, you can always update the meshes and textures as you complete them but it's best to make sure everything jives well with everything else in the level while you still have time to make any necessary changes.
  • Mistry10
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    Mistry10 polycounter lvl 8
    looks good, keep it up !
  • Draffin
    Haha, nice one. You have to make sure you add all the copper erosion on the dome true to the flinder's street style. I didn't know Vic uni had a games course, i'm currently at RMIT's.
  • Timtopia84
    Awesome thanks for the positive news! is there anything you think I can improve on the bottom half of the building? the windows will probably have normal mapping or something for the window frames and bricks and most of the bits that don't need extruding. At the moment I'm not sure if I should model all the little curved pillars around the balcony, bottom tower windows and the two side domes for the sake of saving poly's (see the photo on the first post)

    Does anyone think my polygon count is about right? I feel like its a tad too high.

    the last day or so I have been working on the UVW unwrapping. I've been told for my model in particular I have a 2048x2048 map to use which is sweet cos I can pump in the higher res textures! :D

    Been slowly putting them together in Photoshop and I'll definitely get all the corrosion, rust, stains, cracks and Bird shit in there :poly121:, this stuff is going into my portfolio so I wanna make it top notch.
  • danshewan
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    danshewan polycounter lvl 8
    Timtopia84 wrote: »
    Does anyone think my polygon count is about right? I feel like its a tad too high.

    First of all, wanted to say good work so far. I'm working on a major architectural environment piece right now (St. Paul's Cathedral), and I can certainly appreciate the work that went into this piece - good job so far.

    As for your budget, I guess it depends on the rest of the models in the scene. Do many of the other models have similar levels of detail, or is the station a focal point? The number of buildings in the scene will also be a major factor, plus the intended engine. I'm pretty sure you could find ways to trim that figure down a bit, though, especially given the lack of roofs and sides.

    I'd say that 30k is a nice figure to work with, but again, that's purely because I'm aiming for a similar figure with my cathedral project and know that extra polys would definitely be appreciated. 30k doesn't strike me as overly indulgent, but you'd need to speak to the rest of your team and see where they're at. Were you not given poly budgets by your class tutor?

    Anyway, nice work so far - keep it up!
  • Timtopia84
    Here is an update on the WIP, I decided to delete about 3000 odd hidden or unnecessary poly's and added the detail missing on the building fascia

    I added the blocks under the roof and made all the lathed pillars in the the lower roof and upper balcony, i was surprised that the blocks only were about 330 polys in total, I was a bit worried that it would have made the count to high but obviously not.

    I'm still missing some small details on some of the blocks but it's almost done, I've completely UVW unwrapped everything, just need to arrange them to fit inside the box :P

    47,071 triangles
    23,068 Polygons

    newrender.jpg

    newrender2.jpg

    newrender3.jpg

    as you can see my UVW's are a bit all over the place just now, i will work on it tonight
  • Sirdelita
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    Sirdelita polycounter lvl 10
    I love how it's like...ok...cool cool.........HOLY SHIT! :) nice work! keep it up!
  • Timtopia84
    I have a bit of an update for you guys, been working on the texturing and it's only basic at the moment, only a texture with a skylight and free directional light, I know there are some pixel stretching and polygon issues here and there which i'll fix up later but here's most of the textures done, i have to put in the window textures and fix up the yellow

    We will be doing glass soon enough and normal mapping i hope... but here is the work so far

    I've been told the bricks should be desaturated a bit which i'll do later, there's not enough "dirt" on the texture too so i need make it not look like a pattern.

    1.jpg

    2.jpg

    3.jpg

    4.jpg
  • whats_true
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    whats_true polycounter lvl 15
    Orthographic view is killing my retina.

    But everything else is nice! A little bit to clean atm. Color is also waay to uniform over the entire thing. I'm sure better lighting will clear that up.
  • carlo_c
    Yeah it's all looking too clean at the moment for sure. Start getting some dirt on it, make it looked lived in! I really like how you've modelled the tower.

    I think an AO pass will help this piece out a lot, it looks like you've modelled this in a modular approach and you mentioned you might be bringing it into UE3 so I searched for a thread by Matroskin which has lots of information that you might find handy http://boards.polycount.net/showthread.php?p=862792
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