This is my latest project. I found a concept by
Olgutza on cghub and the ideas started to bubble.
I hopped to be done with the HP before moving back to Sweden. Hopefully i'll be done with it over the weekend (Eeeehehehe)
The concept look like this
And current WIP. I have the big windows, door, balcony with fence, drainpipe and a sign left to model in HP. It's weighing in at 10 million triangles atm, gotta love that viewport 2.0!
The only thing that's not HP on this image is the wall. It's just a tiling texture right now. I'm thinking of changing that and make it more unique with the window frame.
It's going into Marmoset when done.
--< I'd love both ideas and critique!
And yeah, a lion stucco i made for the things on the balcony. I went a bit crazy, but it was so fun :P
Replies
I like the sculpture of the lion, you don't need to make it more detailed. Nice HP also!
Keep it up mate!
I think the scratches in the stone are too small and too many, and the focus should go more towards the weathering of the edges. It would also help if you would break up the flatness among the stones to make them more interesting and pop out (something very subtle but noticeable).
The brown spot near the bottom left corner looks out of place and I'd honestly think it would benefit the whole building if it were gone. :poly121:
One thing to remember is the scale. The doorway down to the right is two meters high.
The damage parts is not going to show that much in the texture, and the thing is that it's not stones. It's just plaster. And all weathering I've checked out for plaster is either completely broken or just clean. It's kinda hard to find a balance between interesting weathering and reality.
The brown/orange part is brick tiles. They'r very detailed and they make more sense up close. They'r also in the concept. I'll maybe put them behind the plster higher up to.
It's a little hard to make out the bricks where the plaster is damaged, maybe you should size those up a little bit.
And yeah, it would make more sense if you damaged some more plaster elsewhere, because it looks out of place just there by itself... all lonely...
I found these really nice references, maybe you could model yours after these.
A close up on the bricks.
The damage on the curb looks nice, but it might be just a little too overbearing. It could work though, only if you applied that kind of damage to the whole thing, but I don't know if you're going for a relatively clean look like in the reference or not.
WIP on the windows. The part in between is till to be made.
Please tell me what you think
Presently, your windows are flat with the wall surface. Look carefully are the concept, you will notice that they are recessed into the wall. I'm not sure how closely you are looking to follow the concept, but your proportional relationships are all off.
I believe that was me tipping you about the same damaging technique :P
Regarding the scale, i think it's the balcony fence that fucks it up. The outcropped images have the same scale on the balcony. The windows on the balcony is like 2.3 meters high. But i see what you mean, the scale doesn't really come through.
Yeah, you'r absolutely right. It's a lowpoly texture plane combined with the highpoly model. It looks kinda retarded. My thought was to model in the indents in the LP process, just forgot about it now when i worked with it.
Thx for the crits guys
Here's my idea..
The 99% done lowpoly.. I just need to dulpicate stuff around. I'll do that after the baking..
Making me a little hungry too...
The lionhead and the bread and what no will come later..
They seem to have the shape of #1 but for some reason I'd expect them to have the shape of #2.
So I'm not sure if the bake has a mistake in it or if it's my brain expecting something there isn't. But I'm pointing out just in case
Anyway keep it up! Bake seems nice and clean.
The second one confused me to, but it's just in the occlusion. I most have placed it underneath something when i baked it..
BTW, if you'r not listing to Boy 8-bit while looking you'r doing it wrong..
poop
The annoying part is just waiting for xnormals to load the HP file, and then the nrm will take like 7 secs to finish so you don't want to render out small test textures :P
LP 90% done. Some stuff that needs to be placed a bit diffrent but yeah.. In the bake the lion is missing and the brad stuff is missing. Haven't cleaned it up yet neither. But hey! It's 6 in the morning here..
Tring out marmoset AdvancedRefraction material to.. It's on the right glass.. Cool stuffs!
By the way cool portfolio too, love the revolver model!
I guess the material is new for 1.3, it's called advancedRefraction or something like that. It's just above flatEnironment material. It only got Diffuse, normal and spec. The normal will only change the refraction (if you don't know what that is check it on wiki ) and diffuse and spec is pretty much straight forward
One question, how are you doing you're textures/uvs layouts? Are you doing lots of individual maps or couple of large maps? I'm still not sure whats right or wrong, or if there is a right or wrong when it comes to this.
I've reused some of the texture but i wanted as much as possible to be unique.
I'll post my flats soon, block stuff in as we speak
A resized texture flat for anyone interested..
I'm in a really low insperation/productivety curve i everything goes INSANLY slow atm. I'm just trying to be done with this. Just need it of my table..
And yeah, i know i have some big seams, white spots that looks like glitches or somethign and the whole drain pipe roof area is just shit atm..
More pictures on my site! http://www.vnyhlen.se/post/15460882208/boulangerie