Home 3D Art Showcase & Critiques

Environment Models <finished project>

Replies

  • PyrZern
    Options
    Offline / Send Message
    PyrZern polycounter lvl 12
    Why so many poly especially on the roofs ? Or for each brick around the corners ?
    Also, is this for like RTS game where each building is like 1 inch tall, and RPG where building is like half a screen, or a FPS where building is super close to player's face ?
  • The_Scape
    Options
    Offline / Send Message
    an RPG, currently I have been testing the models in UDK. many of the polys have been used to get the curves in the large beams on the top.
  • Dethling
    Options
    Offline / Send Message
    Dethling polycounter lvl 11
    I would use tileable textures for repeating areas (like the roof).
    Also the UV-Maps look very dense (good use of space) but also very chaotic. not sure if a "cleaner" UV-Map wouldn't be better, especially if you're planing to modify it.
  • passerby
    Options
    Offline / Send Message
    passerby polycounter lvl 12
    Uvs could be improved a lot, your already tileing some stuff right in the texture, and reusing stuff in a texture, when you should be doing that all via uvs, which would cut down on the amount of needed texture space.
Sign In or Register to comment.