Ok everyone. Ive just started an exciting new project. In concept for about a year or so (with no actual concept work done), i am finally starting a project i have been waiting to do. Over the next 11 weeks i am going to be creating assets and bringing you back to Colonial Boston. This is a class assignment, for which i am required to have 30 fully modeled and textured meshes (within 6 weeks from now), and the rest of the time will be spent (catching up on the work that is not completed in 6 weeks and...) doing lighting, particles, kismet, etc, and layout in udk. I hope i can get a lot of good feedback from anyone who is willing to give it, and im really pushing for this one to be a good portfolio piece.. so here we go.
basic workflow for this will be high poly - low poly - texture - and then anything extra
and here are a few renders so far.
also any reference that anyone could possibly have or find would be a great addition to my collection (any time between 1770 and 1786 - Boston MA)
Feel free to comment.
Replies
can we get some wireframe shots if your lows when ya get em?
also since you want to focus on the harbor are you gonna be creating any ships? i think that would be fantastic even if they were a background piece or something. when i think of colonial times i think of big clippers and and huge sails sitting in the harbor. or even being able to go onto one docked at port or soemthing
Ive just completed some modular windows which i will be able to put all over the buildings i make. ive got about 3 different variations of windows (so far), all which can be made with or without shutters. i think ill make one more, but instead of being the tall ones like in the picture below, ill make a wider one, something that would go in front of a shop or something like that.
so 3 doors
2 textures
2 frames..
essentially ill be able to make a max of 12 door combinations to be placed all over the level.
WireFrame:
UDK:
Marmoset:
the highpoly stuff is looking good
00Zero: true, it can easily be removed.
Other than that the stuff's lookin good. Rock it sir!
Another ideal object is the inside part of a tire for example.
Anyways, using a bunch of polys on the top edges is a good idea. You can cut down the poly's everywhere else though, and on the inside where the seeds are, I would simply use a flat plane.
thx for all the responses tho.
and funny enough.. it was the first to be modeled, last to be textured.
The seperate elements of wood would usually be in a tapered block pattern like the stones of an arch way or long planks steamed and bent into a circle. a minor point but it stuck out to me.
thx
However, usually the metal that those cannons r cast of is quite dark (almost black), and they might have some strong spec as well.
This was a fun project. Learned a lot from it. thx for all the help n support everyone.
The ground is tiling like made, the buildings don't "connect" to the ground. They aren't well grounded/blended in. Add some decals and dirty this up. It looks too fake at the moment. Make it lived in.
You have a good base. So don't quit.
maybe ill pick it up sometime later, but ive got a 1 week break (which ill be using to learn a few new things), and then its on to a new project.
thx for the input tho.