I decided to add this as an environmental piece to my portfolio. Just want to have a still shot of an optimized game environment. So far I have blocked it out/ created mid poly. I plan on projecting the windows onto the frame (which is going to be fairly basic blocks with projected details to save polygons. For the fence I am not sure whether I should model individual low planks or just project what I have onto a plane with transparency. Tell me if you guys have any opinions on it so far, on workflow and composition. Thank you
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Again, not sure if you want to follow the reference entirely, I suppose you don't really need to. It's a good block out so far.
- the base of the building is like a slab of rock in your image, but the ref is more like some planking sitting on joists
- you've got a bit of a texture seam on the left corner
- the window shutters are slightly different texture wise, but the mesh or something about the windows as a whole make them look like exact copies of eachother. Perhaps make them more varied? why are there shutters in the first place? maybe make the windows bigger (they're quite big in the ref)
- the shading around the window panes makes the windows themselves look a bit too heavy. Perhaps fade this out a bit. I like the cracked paint on the ref house's window frames. Yours look a bit too even as if they are uPVC windows and not made of wood.
- the base of the roof/guttering area is very straight and flat. In the ref, this whole section is curved, warped wood
- chimney looks quite different and is made of a different material. All the crap/patches on the ref roof make quite a difference, as does the moss and colour variation in the thatch itself
- personally not a fan of the door. It should be recessed into the wall more I think ( it kind of looks like its leaning against a blank wall) , and the style of it makes me think 'RPG like Oblivion' rather than something contemporary
Keep on it!
Scene stands at just a bit over 1000 Tris now
I am starting to think about what would be the best way to present it, Max rendering or UDK... Normal maps in Max usually look pretty weak to me, but the quality of render is better... I'll be applying to game companies for work, so keeping that in mind what do u guys think is the best way to present it?
House:
Assets:
Terrain:
So I put my environment in UDK, and did the normal maps and spec maps, as well as some lighting. Please tell me what you think, I need an outsider perspective because I don't really see anything to change at the moment... Thank you.
Is that in your "story" or is that of your own choice?