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Some Mod Stuff

polycounter lvl 10
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Avanthera polycounter lvl 10
Skyscraper_01
This is a wip, there are bits untextured and a few pieces to add.
Screenshots from UT3 engine.
Building_1.jpgBuilding_2.jpgBuilding_3.jpgBuilding_4.jpgBuilding_5.jpg
Some building work for a random mod, just to have a direction and to keep myself practicing and on my feet.:)

2x 1024 maps and 2 reusable 512 maps (repeating bricks and concrete)
almost 4000 tris.
Wires:
wires_1.jpg
Edit: seems like photobucket is downsizing my pics, the tri count is 3,730

What Im really looking for is advice on industry standard stuff. I found that I have a soft spot for environment modeling and its supposed to be the easiest department to get your first job in, so that works out.

a few details:
my limits are up to 10,000 tris and up to 1x2048 map.
The Player will be able to walk up to the the building,
there is no interior
there is a roof, but texture space and tri count is very sparse, as the building is tall and the player wont be able to get near that height


A few questions:

1)for a building this size, what would be the normal distributions of texture space? would there normally be only one 1024 map? I know there will be around 30 similar buildings in the first level, and 30+ 2048 maps can get heavy,

2)should I model/create all kinds of detail stuff? or should I leave that to the level designer? like graffitti sprites, damage stuff, trees next to the building, dumpsters, etc. (as in, how is it in the industry?) if so, should that be included into my limitations?

3)Anything I should be doing or doing differently?
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