Thought I'd start my own thread on this instead of hijacking Oniram's thread. Here's where it's at now.
I started texturing yesterday and set up a quick shader to tint and overlay the diffuse's alpha channel over the texture. Next I'll probably start modeling in the rest of the smaller details.
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I'm planning tomorrow to start doing the textures for the smaller details like the windows and door and possibly start on the roof. For the windows and the door I'm planning to do high polys and render out heightmaps so I can do some bumpoffset on them.
It's going to be very interesting seeing how everyone here at PC tackles this art test.
Hmm... It's about 2-4 units thick. The top one is even thicker than it is in the concept proportionate to the rest of my building. Maybe it just looks thin to you since there aren't any roof supports yet?
I had trouble figuring out what to do with them as well because they are not visible within the side views but are clearly there within the straight on. I ended up just assuming they should be there and having them jut out as little as possible in the side view. I definitely think you should add them in before you submit, but even if you don't your bricks still look great. Keep up the good work.
@Rojo, I'll mess around with the stone texture a bit more sometime and try out your suggestions. Right now I'm just trying to get everything modeled in and with at least a base texture on it. The stone texture definitely needs some more work though.
@Oniram, that brick was made from one photosource from CGTextures. In the first post the normal was generated in Crazybump but in this latest one I used Ndo 2. It's a tiling 512x256 and the alpha channel has a grayscale overlay in it that's tiled horizontally over the texture two times on the second UV channel (One tinted green and one stretched out and tinted brown).
Did a quick roof texture, baked some windows and finished off all of the modeling (Except for the foliage and some final touches). I also painted out a 512x256 foliage sheet which I will perhaps put to use later today.
@Mixeh, I'll post up the material breakdown when it's finished.
I don't really have the texture space for vines. I'll be adding a roofing trim over the tops and where the roofing meets the building and overlaying some grime/gradient though.
That's something a lot of people have been suggesting. I've been putting it off because I wasn't sure if I'd have the triangles for it but it's at about 2,000 right now and nearly everything is modeled in so I'll probably do that next time I work on it.
Tomorrow I'm planning to texture the door, start on some of the other things on the detail sheet and add in the roof supports.
I tried messing around with the silhouette on the stone and I gave it a few more tris on the corners but adding random stones jutting out just doesn't look good. Maybe later I'll try out some other ways to make certain stones pop out more but I'll save that until everything else is pretty much finished.
You can also get some good wireframe renders if you use a Contour Shader. If you're using Maya, let me know and I can tell you how to do it.
Either way, the final render looks good. Good luck!
@Gobee, is this wireframe better? That other one was taken with the detail lighting mode in UDK. This one is just unlit with a grey material applied to it.
EDIT: Here's a picture from the other side.
Also the same types of plants tend to cluster together more.
Do you have any spare tris? the
I think he's just saying that he thinks that the alphas count as part of the 2048x1024 texture space we're supposed to use. Also 2048x1024 is a power of two! Graphics cards 100% support textures sized like that. They don't support some features for textures like 1536x512, although textures sized like that can still work.
Guess I screwed myself out of some texture space then, oh well, too late now, haha.
Hahahahah. Guess 99.9% people who send this submission just screwed up
But generally those guidlines mean total space of that size. So you could divy it up into a bunch of 64x64's if you wanted.
@ Zipf,
I think you're is probably the strongest overall I've seen so far (and we've seen quite a few of these recently).
However I think it has one weak spot.
The rock wall under the main bulk of the building that is bent inwards IMO looks pretty bad. it may be a bit 'cartoony' but the rest of your model doesn't read that way to me. Yours is much more realistic than some of the others.
It just looks like it would crumble/collapse and yet the beams on top of it are perfectly straight.
So someone must have built the wall like that (it's not falling apart). Why would they? So their new structure would be doomed to collapse?
Other than that I really dig the roof edges. Your veg looks better than they others. Your textures look really good and fit together nicely.