Hello everybody! This would be my first sort of posting on here, I'm posting a few of my enviroment models that I have been working on in my enviroment modelling classes. The class itself is finished , but I've been working on a few more buildings and showing them on here. The theme was to go with a downtown grundgy downtown Vancouver theme, and to go with low poly modelling styles.
We had to have two buildings to hand in for the class, and I also finished another one on the side. I'll post up my props for feedback too, once I finish doing some proper renders for them to show the UV, texture map and wireframe for the props as well.
Anyhow, here's some of the buildings
This was the first assignment, we were given a more strict routine with it and told not to do anything too fancy for the modelling of the building itself, instead work on doing a personalized texture for it.
This was our second assignment, given a bit more freedom for design, I wanted to do a grundgy looking factory or warehouse of some sort, so I went with a miscelaneous designed factory I sketched out on some thumbnails and went with one. I wish I had a bit more time to work on the sincorp factory sign itself in the texture to make it a bit better.
This was another building I decided to do after the class was finished, hopefully to build up slowly my own library base of buildings so I can use them to put in for a backgrond for some sort of enviroment for my portoflio.
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For Xbox 360, PS3, and PC they're too low poly for even an RTS, unfortunately. I do think, though, that this was a good exercise in texture setup for modular creation (good work) but right now they're so low detailed that I can't see them being used.
Are you using 3DS Max or Maya? Your renders are blurry.
The signs that you've put on your buildings don't feel like signs as much as they feel like flat colors with text on them. I'd look at some actual signs and see how they use their space.
Also, the towers on the factory are not smoothed. Intentional?
The towers on the factory there were a bit of a muckup on my part! I went in and fixed the towers by smoothing them, but the render itself seems a bit outdated and need to fix that.
Hopefully after this class, I want to be focusing on working on more dynamic, higher poly buildings than the blockish square buildings. For the being smart with UV space, thats exactly why he did want us to do it like that! I think the overall focus was 90% on textures and UVs for that class, we didnt really get to do anything too fancy for models, we had to follow a pretty formula style.
Here's the thread of a bunch of info I collected on my journey to job..
http://boards.polycount.net/showthread.php?t=53002