Alright, I really wanted to make a stylized and hand painted environment and began my search for lots of concept art and inspiration. Here's a few of them that I found and will be basing the environment on (with my own changes).
Concept Art:
There are a ton more, but I don't want to clog up the page :P
So far I'm made a basic block out of the city in UDK, and started modeling the first modular house.
The different colors represent each section being a modular piece, which should let me make multiple parts and arrange them together in UDK to have a variety of houses.
This is my first time making a stylized environment, any tips for modeling and texturing? I plan to scour the wiki intensively tomorrow
Replies
Also add some windows.
I'll echo what everyone is saying and suggest you try making at least 3 variations of wood slats up the walls and bow and sag some fo the support beams running horizontally. You could take this further and block out each panel separately before piecing them together into the final building. I think you'll find you'll make quicker progress that way rather than tackling the entire object in one go.
The straw roofed house looks like a one fun to make afterwards.
I'm also working on a curvy hand painted fantasy town thread, and I do agree with everyone. Once you're done texturing/UVing, warp it a lot.
Also, if this is going to be for your portfolio, then make sure you add some more complex shapes. Right now the shapes are really rectangular and basically stretched cubes.
I'm excited to see this finished. You have a lot of reference, but do you know exactly what you're going for? If you mix all those images, the styles will clash. Can't wait to see some hand painted textures :P.
@jeffro: I was thinking of just making the windows a texture with a bump offset to simulate a fake interior, do you think that would be fine or should I also model the actual frames/bars? I'll experiment with it in a little bit.
@Selaznog: Yeah there are complex shapes, and I'll get to them eventually lol. The mixing of styles is something I am concerned about, and I'll have to be careful as I model more after this. It's likely that I'll just use a lot of the concept art as inspiration, not blueprints though.
Here's what I've got after a little bit of work, I'm going to re-do the roof though before I add anything like a chimney or dressings; I didn't like how that came out.
It's been a long time since I've painted, and even longer since I've done so digitally, but I like how this first texture is turning out.
This picture wouldn't scale on the forums, so I'll just post the link.
There is a little bit of a seam, but I'll fix that
Super fast turntable! (I've got to fix that lol)
Again, I'm not saying it's right, but it is something I noticed. And for number 2: I'd say the centerfolds of your leaves are too dark.
I do have one question though. I get that painting out seams would be easy on the texture itself since I can use the offset filter, but what about seams on the model itself? How could I hide that when using a tileable texture instead of painting it in a program like mudbox?
@Selaznog - It's actually funny you should mention that, I just saw another post that showed the difference of adding more color into textures. It's a great idea, I'll absolutely keep this in mind from now on.
Thanks guys, I just finished a tree trunk and am working on making some grass planes, and tileable textures for grass, dirt, etc. So I'll make an update after I've done a bit more work
The only seams you will have is where the branches and roots meet the trunk, but some of those can be hidden with foliage, and tbh those seams are overlooked anyway - it just kinda works
Yeah, I rebuilt the trunk from a cylinder as Jessica suggested and everything worked perfectly at about 750 tris, and mapped correctly for a seamless texture. Then I realized I deleted the high res mesh *facepalm*.
I'll have to re do that part again as well, but I've got to work on another part first or else I'll get uninterested.