Overall its very well done, but it looks a little bland to me. I would add some more color to the concrete areas. Even if you leave it concrete, add some contrast to it or something.
Overall its very well done, but it looks a little bland to me. I would add some more color to the concrete areas. Even if you leave it concrete, add some contrast to it or something.
I have to agree with Darth Nater. Its a great piece but maybe add some color or neon lights around some of the concrete to add some contrast. Keep up the great work.
cool. could use some upward facing spotlights to cast some dramatic shadows. i know you have some now, but something a bit more intense for some more contrast.
Nice, the corner pillars/insets look cool but I think some textured parts seem too flat and painted on. The top shadow on that thin rectangular panel that's repeated quite alot looks way too dark, cutting back on ao and adding some good normals/bump map should help emphasise the design more.
This is cool. The colors are subtle but just enough to make it stand out. What size texture are you using? Is the background a textured skybox or did you add that in post?
You're taking 'low poly' a little too literally in this case. Unless this building was to never be seen up close, this needs more geometric details. For instance the whole bronze door section should have its own protruding geometry as should the doors be inset. Work on giving that area variations of depth to make the whole thing sell better. Only rely on normal maps for small details like grain, rivets, joints, cracks. Do big 'chunk' elements with geometry.
As others have said right now it's looking too flat as everything is relying on the texture. It works at a distance but is outdated up-close. Just look at something like Bioshock as an example of what should be texture and what should be modeled.
Also, you spend a lot of polys near the clock tower, and yet the walls on the ground level have absolutely no surface modeling. Usually you'll want to spend the most polys near the player (ground level) and less up top where they're unlikely to walk up to.
You're taking 'low poly' a little too literally in this case. Unless this building was to never be seen up close, this needs more geometric details. For instance the whole bronze door section should have its own protruding geometry as should the doors be inset. Work on giving that area variations of depth to make the whole thing sell better. Only rely on normal maps for small details like grain, rivets, joints, cracks. Do big 'chunk' elements with geometry.
As others have said right now it's looking too flat as everything is relying on the texture. It works at a distance but is outdated up-close. Just look at something like Bioshock as an example of what should be texture and what should be modeled.
Also, you spend a lot of polys near the clock tower, and yet the walls on the ground level have absolutely no surface modeling. Usually you'll want to spend the most polys near the player (ground level) and less up top where they're unlikely to walk up to.
Not everything needs to be made to next gen console spec.....there are still alot of platforms (Wii, DS, PSP, iPhone) where low poly should be taken literally.
Nice Nate. This is turning out sick. I agree with what others have said. Maybe crack open one of the doors and have some light coming out from the inside or add the spot lights outside.
I also noticed that your first and final shot have some light foliage but the wireframe and other shot do not? Was this on purpose or were they rendered before you added the foliage?
Anyways overall a pretty sweet piece. Keep up the good work bud.
Not everything needs to be made to next gen console spec.....there are still alot of platforms (Wii, DS, PSP, iPhone) where low poly should be taken literally.
I did mention that it depends what this was gonna be used for. And If I'm not mistaken, this piece is using normal maps, the texture sizes are also most definitely 'next gen' scale. Both of those reasons eliminate it from those systems basically. And might i add this is being presented in Unreal engine.
What's more, the inset that does already exist in the doorways is hardly noticeable without looking at the wire frame, and need to be more pronounced even if this was for a low spec game. As they are now they're wasted geometry since they barely make visible shapes.
I stick to my point that the mesh needs more to live up to the textures he's using. Right now it's looking awkwardly in-between.
i gotta agree with art-machine. The first thing i thought was that the larger details on the walls cast too big of a shadow to be so flat.
And it's being shown in UDK so it's pretty safe to assume it's not going on wii, ds, psp or iphone.
You're taking 'low poly' a little too literally in this case. Unless this building was to never be seen up close, this needs more geometric details. For instance the whole bronze door section should have its own protruding geometry as should the doors be inset. Work on giving that area variations of depth to make the whole thing sell better. Only rely on normal maps for small details like grain, rivets, joints, cracks. Do big 'chunk' elements with geometry.
As others have said right now it's looking too flat as everything is relying on the texture. It works at a distance but is outdated up-close. Just look at something like Bioshock as an example of what should be texture and what should be modeled.
Also, you spend a lot of polys near the clock tower, and yet the walls on the ground level have absolutely no surface modeling. Usually you'll want to spend the most polys near the player (ground level) and less up top where they're unlikely to walk up to.
I hear what you're saying, but yes, this building is only to be presented from this distance, and will be part of a larger scene with more buildings once I complete them.
I agree about the color, and I too, just noticed the shadow above the rectangular bit.
I may toss a little more geometry onto the wall, but I do feel that it's working for the moment.
I did mention that it depends what this was gonna be used for. And If I'm not mistaken, this piece is using normal maps, the texture sizes are also most definitely 'next gen' scale. Both of those reasons eliminate it from those systems basically. And might i add this is being presented in Unreal engine.
What's more, the inset that does already exist in the doorways is hardly noticeable without looking at the wire frame, and need to be more pronounced even if this was for a low spec game. As they are now they're wasted geometry since they barely make visible shapes.
I stick to my point that the mesh needs more to live up to the textures he's using. Right now it's looking awkwardly in-between.
Replies
Here's my original concept.
I'm basing this off of a new, though growing, knowledge of art-deco architecture.
I have to agree with Darth Nater. Its a great piece but maybe add some color or neon lights around some of the concrete to add some contrast. Keep up the great work.
http://images.blu-ray.com/reviews/629_1.jpg
There is a severe lack of good pictures of the asylum from that movie
As others have said right now it's looking too flat as everything is relying on the texture. It works at a distance but is outdated up-close. Just look at something like Bioshock as an example of what should be texture and what should be modeled.
Also, you spend a lot of polys near the clock tower, and yet the walls on the ground level have absolutely no surface modeling. Usually you'll want to spend the most polys near the player (ground level) and less up top where they're unlikely to walk up to.
Not everything needs to be made to next gen console spec.....there are still alot of platforms (Wii, DS, PSP, iPhone) where low poly should be taken literally.
I also noticed that your first and final shot have some light foliage but the wireframe and other shot do not? Was this on purpose or were they rendered before you added the foliage?
Anyways overall a pretty sweet piece. Keep up the good work bud.
What's more, the inset that does already exist in the doorways is hardly noticeable without looking at the wire frame, and need to be more pronounced even if this was for a low spec game. As they are now they're wasted geometry since they barely make visible shapes.
I stick to my point that the mesh needs more to live up to the textures he's using. Right now it's looking awkwardly in-between.
And it's being shown in UDK so it's pretty safe to assume it's not going on wii, ds, psp or iphone.
Looks good though, very good grasp on the style
I hear what you're saying, but yes, this building is only to be presented from this distance, and will be part of a larger scene with more buildings once I complete them.
I agree about the color, and I too, just noticed the shadow above the rectangular bit.
I may toss a little more geometry onto the wall, but I do feel that it's working for the moment.
Thanks for all the crits.
Point taken
Upon review, the building seemed too small for its structure.