So started work on this bad boy today and needed some crits and advice.
Here's the Concept/Ref
And my progress thus far....
Any pointers on how I should tackle the UVs on this?
My plan so far is to break up each facade into 3 chunks the Big Chunk on its own sheet, and the two smaller combined on their own as well. Also planning on putting that pillar on its own sheet.
Should I keep the geometry defining the window trim and the other rectangle pieces or let a normal map handle that?
Also what is an acceptable tri count for a building like this? As of now I am seeing this hitting a good 50-60k. Too much too little?
Still trucking away on the first floor and other doodads. Let me know what you guys think. Thanks ! :thumbup:
Replies
And then it's stuff like the shades above the bigger windows. Kinda hard to see, but it feels like it
I'm pretty sure this is art deco, looking at some of the patterns going on. You just named the 2 most famous art deco "buildings" known to gamers, but the style is applied in many more structures.
Isn't Bioshock using more of a Art Nouveau style?
Art Nouveau is a little more ornate though with much broader curves and think arches everywhere.
Thanks for the tips on the Window Bars I'm going to keep the geometry for the bake but definitely reduce to planes for the low
This is what art nouveau looks like
I believe this is "Tropical Deco" but it's been awhile since my college modernist art class. :P
nice job on the model... i think the windows are good like this...modeling the bars etc can really help reduce need for higher-res maps...individual panes can really help for texture swaps etc breaking up repetition
also helps stop that "moulded" look when they are completely normal mapped
gotta watch out for AA (or lack of) fizzyness
Art nouveau = organic patterns and designs
Not all art nouveau is as extreme as that door.
But actual tri count so far is ~7200 Turns out I duplicated everything in the scene on accident :poly136:
Whats an acceptable Tri count for a building like this on a "next-gen" system/PC title? I know its a vague question but any help would be much appreciated.
But for some engine you will have to split building into modules, and for some you will need other small preparations.
Anyway. Texture count on single mesh have bigger impact on performance than triangle count.