Hi guys! Figured I would post another piece I'm currently working on. It's part of a student group project, we're creating a sort of slum area based on Italian architecture. I'm using my friend's holiday picture he took as a reference:
Here's what my level looks like at the moment:
The archways on the bottom are going to be changed so they are less "boxy", building and roof texture is just temporary at the moment, and there aren't any windows or balconies yet.
Any critique is welcomed
Replies
http://udn.epicgames.com/Three/ProceduralBuildings.html
Feels like I'm getting somewhere, but would love to hear some feedback
How were you able to get the texture to be unique like that? Is it just a large tiling texture?
imo the light- and camera-angle are spot on for this scene.
i would tweak the position of the far most left building though. the roof is kinda in line with the building just right to it.i would position it so the that these 2 roofs would have a bit more silhouette.
i would also suggest to increase the overhang on the rooftiles just for readability,..i know in RL they're overhang is minimal and you based it on that as far as i can tell,though in this scene they would read better if they where a bit more distinct.
just my 2cents.
keep it up!:thumbup:
Also (suddenly gone bold and cant get rid of it) the edges of your building are really straight, maybe add a bit of geometry to make it seem more weathered and damaged especially on the long straights just to break up the line, overall it looks nice so far.
I'd recommend making a bunch of tiling textures, then vertblending them all on modular pieces. It works really nicely.
To answer some of your questions:
- buildings are textured with vertex painting with 4 tileable textures (my material looks like "spaghetti-vision", but it works )
- it's an environment project, where we need to make an environment to work in a game engine, so I have to constrain my polycount
- it's my first attempt of creating something with a modular method, and I didn't really break it up in as many parts as I could have, I need to get better at that
It's a student project which I have to hand in pretty soon, but I'll keep working on it for my portfolio.
Done some more work on my project, and applied some of the changes that some of you mentioned. Scaled the height of the roof a bit, moved the buildings around so the street doesn't look so straight, Found a rock mesh in UDK package and scaled it up to make a mountain, added some foilage from same package, changed the sky texture and changed the ground texture and shape.
After I built the lighting I got a weird black shadow running along the base of my buildings, which I can't figure out how to get rid of... Any help would be appreciated.
Anyways, here's my image atm:
Otherwise, i like the progress.
remember that it depends also on the kind of italian architecture you want to replicate. the first one is the one you might find in places like florence or pisa (northwards), while the second one is the typical style from basilicata or calabria, southern italy. architecture and styles may vary tons when you change between north/central/southern italy.
They use a really unique kind of paint for buildings which feels like chalk and they are all really really bright white... i know you're trying to break up monotony but the green doesn't fit in there too much.
But in the actualy city there's a lot of hand painted stuff on walls, of really bright colors, something like graffitis, i may snap some reference for you if you want as i'm going back home for the weekend.
Also looking at the rock formation behind the city i'm even more sure that it's the place i'm talking about. Those rocks are made of limestone, their color is a really bright "whiteish" pink, while your looks more like an american mesa.
Most of the craks in it should be vertical, but the "flow" of the rock is horizontal. It's a sedimentary rock formation, very fragile and carved from the sea.
There's also a particular erosion called "falesia" where giant pieces of stone falls in the sea as they can't stand their own weight since the bottom as been eroded by the water.
I'm really liking the progress overall so far you grasped most of it's essence without knowing much about the place and it's quite good!
EDIT: oh i forgot about roofs... most of them don't even have one, it's just a flat terrace on the top of the building with a row of rooftiles on a small wall surrounding it...pics posted by AzzaMat looks more like Rome or Florence architecture, not the medieval costal kind that you're going for
You are right, the green is basically there to break up the repetitive pattern abit, I might tone it down a bit.
The rock is basically just a mesh from a UDK package that I have scaled up to have something in the background. I created something with the Terrain tool first, but it didn't look so good. Didn't want to waste too much time on the mountain since I had a deadline for this.
The image is from Amalfi Salerno in Southern Italy, a friend of mine gave me the picture. I liked the image and decided to create that. Should have picked a better reference image to be honest, because it's not really the best angle to see everything (especially the roof).
Only major critque I have is on every building theres dirt on the base of each building - making it look asif each mesh is floating - I know youve noticed this problem but only thing I can really think of it appearing from is shade from the light source - i.e. your mesh really is a little high on the ground.
Will keep watch on this one
Would be grateful if anyone could explain why it's there...