Hi All,
I have been reading the polycount forums for a while now, this is my first post. I have been working on a modular venetian style apartment building, I wanted to try using some texture optimization by overlapping some of the UVs, which will increase the over all detail on the building, but it also makes it very difficult to add variation to break up the repetition. The solution I came up with would be to use geometry as a decal with unique grunge and wear mapped to them.
looking forward to feed back.
At the moment I have only created a base diffuse for the building, which consists of 2 1024x1024 maps.
Replies
so I took the scene into UDK and set up a basic lighting solution, this are the result I got.
Any thoughts or critiques are welcome.
I figured i would try to light it with a simple day lighting set up in udk, i also added a couple of other props and some decal.
C&C are welcome
Here are a couple of the other props i threw in to the modular scene.
Dumpster - 1024 maps Norm, Diff, Spec, 406 poly
And a garbage can
1024 Maps Norm,Diff,Spec 212 poly
Again C&C are more than welcome.
I have started working on a new scene, here is a desk prop I'm using in it
I will be posting more of the props as the scene progresses.
Again C&C are more then welcome.
Other than that, there are some good things going on here. The overall feel is a good start. If you were to make a kit like this every other week, by the time your 5th kit rolls around, I'm sure you'd never want to look at this one again
aha i agree with that dude about the clothes line as well aha
(I think the washing lines are flat polys with an alpha? Don't think they are baked into the wall texture. They seem to be casting shadows?)
Thanks for the input, I took the scene back into UDK and added a sky box and rendered out some more screen shots i put them up in my portfolio, I also added some more wear and weathering to the pillars and the molding. ya i put those clothes on a piece of geometry, it looks like its baked in because its so close to the wall behind it.
Tanks again for the input.
I have been away for a while but im back to working on my office noir scene, so here is another of the main props, I have just done a basic pass on the diffuse and spec, I'm going to go in and wear down the leather and wood.
I have also done a first pass on the lighting for the scene.
C&C always welcome.
Thanks
and not to be nitpicky, but your garbage can bears an english writing (bay 3). we're in venice, right? it should be "baia 3". just to keep it all fitting
and ya i guess it would make sense to have the writing in Italian, I didn't actually put the garbage can in the scene yet, it would be an easy fix to modify the maps before i decide where it will go.
Thanks for the feed back