Hullo.
I've been working on putting together an environment portfolio, this is the initial stage of the first piece, a Tavern, based on a concept from Fable 2:
Thought I would use Marmoset or Unity for final presentation render purposes, I am not very comfortable with either of them, so would love some pointers.
Working on a base mesh right now, going to sculpt the details like wood/stones and the likes.
Still a w.i.p
I'll update as I proceed. Just shoot those crits
Cheers!
Replies
As for not being comfortable with Unity or Marmo, best way to get comfortable is to try it out and see what happens.
http://boards.polycount.net/showthread.php?t=61346
Reading through that should be a good start for you to get through the basics and other problems people have had before you. There's also the UDK, which has a thread both here and on the UDN.
Yeah, the roof does not have equally distributed polys right now, will revise it and complete the loops.
Cheers!
Sweet, as with Marmo, I did play around with Unity as well, and yes, gotta admit, the asset workflow is quite linear. Gonna do some more trials with the maps.
Cheers!
Some parts really need to be more stylized and pushed farther. That's what makes the concept work so well.
Cheers!
Priske415; bbob; roosterMAP; LlamaJuice; Nitewalkr: Thanks, sure will!
I am aware of the poly issues at a few places, but I will fix it in the next updated, just wanted to get this up..
Oh, and I think the lamp on the left of the structure looks enormous in comparison, fits anyway :P
*fixing fixing*
Working on the rest of it.
Cheers!
Thanks. Me too, because I don't know how its gonna turn out haha! Well I do but only as far as tools support :P Just don't wanna over/under-do anything..
I have got a question, I am still confused how to present the final, would it be better if I transferred the whole scene into UDK? or Unity or S/S in Marmo? I am not accustomed to any of those as I said before, what should I prefer and what would be helpful for the future?
Cheers!
and I think the windows should be a bit smaller on the bottom than the top, according to the concept art (I know its in perspective, but compare the door to the windows, it looks like the artists made the windows that shape.)
Ah alright.
Hmm, I'll revise the aesthetics for sure.
Cheers!
Its progressing slowly.
had a problems with adding components, I think, things are a lil bit off proportionally..
Did some tests with Marmoset..
Tex's
arr I know is not much, learning, I am so lazy >.>
Pointers/tips/suggestions/critics?
Cheers!
You should make a high poly model of it, it'll make the seams pop out more, then you can use crazy bump to add a little (LITTLE) bit of bump on the wood of the grain.
Those are top/bottoms, and seriously, I dont know why :O
okay, that I'll do then.
I usually always turn shape recognition to 0, makes it look less lumpy. You can then use that to overlay on a HP bake easier.
Will do that, thanks a lot for the replies
Cheers!
To be honest I see the same wood knot and shapes throughout the texture (talking just on one side of the box) You could just as easily texture two or three wood planks and organize the UV's as such, though this would force you to split your geo a bit.
The outer edges of the box shouldn't be darkened. It makes the viewer see it as sides rather than as a whole box. I'd tone down the AO as well.