Hi everyone.
I'm trying to improve my modelling skills at props/environment. But I always get stuck while modelling objects such as houses and building.
Attached is what I'm currently working on, a pretty simple desert-style house, such as you can see in Middle East countries.
The thing is, it's looking lame...
So I would like to get references, wireframes would be good, to help me improve my workflow.
Does anyone have a tip on environment modelling specific workflow ? I've read everything in the wiki section, but I think I need more specific help.
thanks for your advice(s)
Replies
Or 3DCoat. I have both, and from what little texturing I've done I found it more worth while to sculpt in zBrush and texture in 3DCoat, though that's getting a bit off topic...
Anyone can learn to model (to a certain extent), but texturing is a whole other story, and it's a process that will define you as a 3D 'Artist.'
So, try to imagine what would look really sweet and give it a shot :]
It really helps to take a close look at assets in current-gen games, to start to understand the modeling tricks they use. Get a game editor like UDK or CryEngine, load their assets, and examine their wireframes and texture sheets.
Generally, edges are discarded if they do not add to the silhouette of the model. Most of those edges on the top of your flat roof are not adding to the silhouette, so they should be removed. Don't be afraid of triangles.
QFT
I also want to save you from the first mistake everyone who's new to environment art makes - it's not a character so don't unwrap it all uniquely and pack it into the 0-1 range of the uv editor.
Focus on how to texture it with multiple tiling textures, look at how the UDK levels are made. Usually large walls have tiling textures while windows, doors and other elements are unwrapped uniquely.