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Arcane Castle - Speed Creation

polycounter lvl 18
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Showster polycounter lvl 18
Hi guys, had to whip this sucker up fast took around 4/5 days of work. Theres still "ALOT" that needs doing, I'd like to add some fx shaders, uvmap the walls again, ambience, decals, props and eventually some higher detail geometry and sharper textures. But for now I'm outta time, if people want access to any of the stuff I've made just gimmie a shout.



Heres a few texture shots and a couple of renders!


castlewipjpg







I cud use a nice grass sprite if anyone has one they could lend gulp!


castlewip2jpg






The tentacles are supposed to be animated and eventually attack the players, I cud use some sprites to blend them into the terrain better .



Finally some of the textures, they need work alot of work... hehe



http://dynamic.gamespy.com/~rol/forum/arcane/castle/ChurchUVWMAP.jpg

http://dynamic.gamespy.com/~rol/forum/arcane/castle/CrystalTowerUVWMAP.jpg

http://dynamic.gamespy.com/~rol/forum/arcane/castle/DemonVineUVWMap.jpg

http://dynamic.gamespy.com/~rol/forum/arcane/castle/HallDoorUVWMAP.jpg

http://dynamic.gamespy.com/~rol/forum/arcane/castle/HallFloorUVWMAP.jpg

http://dynamic.gamespy.com/~rol/forum/arcane/castle/LionStatue01CompleteMap.jpg



Please excuse the waste of space this map was generated from another character mesh I didn't have time to remap it. This one will hopefully feature a .fx metallic shader.



http://dynamic.gamespy.com/~rol/forum/arcane/castle/Skeleton.jpg

http://dynamic.gamespy.com/~rol/forum/arcane/castle/SpireTowerUVWMAP.jpg

http://dynamic.gamespy.com/~rol/forum/arcane/castle/TentUVWMAP.jpg

http://dynamic.gamespy.com/~rol/forum/arcane/castle/TentUVWMAP2.jpg

http://dynamic.gamespy.com/~rol/forum/arcane/castle/TowerUVWMAP.jpg

http://dynamic.gamespy.com/~rol/forum/arcane/castle/WallsUVWMAP.jpg





Final Specs around 30k tris, about 15-20 diffuse with some alpha, this castle makes up only a small part of the level eventually all buildings are aimed to recieve custom shaders, entrance and functionality, tided uvwmaps etc... but for now I'm done hehe



Thanks for your time and interest


Replies

  • Sett
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    Sett polycounter lvl 18
    Don't have time to tell you much but I see a lot of uv stretching going on there. Manly in the outer walls and the terrain.
  • Showster
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    Showster polycounter lvl 18
    Yea thanks! the walls need a overhaul n the terrain, get to test the pelt mapping on the max 8 demo soon!!! hopefully I'll the mapping.
  • ElysiumGX
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    ElysiumGX polycounter lvl 18
    Your textures have a lot of contrast to them. You should try for more of a softer appearance. Less sharp blacks and whites, more color and midtones.
  • MoP
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    MoP polycounter lvl 18
    Is that a grass texture on the cylindrical tower in the foreground? o_O

    Pretty good for 4-5 days, but like ElysiumGX said, your textures seem very contrasty, makes the whole scene very busy and hard to pick a focal point.
  • Jeff Parrott
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    Jeff Parrott polycounter lvl 19
    What size are your maps? I would increase the resolution in some of them. Especially the ground. The high contrast in all the textures are UV stretching seem to be the biggest issues to me. Decals would rock too where those red things meet the ground. It should look like dirt has been turned up.
  • Showster
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    Showster polycounter lvl 18
    Thanks guys,

    @MoP
    The tower should have had moss eek upps smile.gif.

    Erm I'll try to work on the contrast thing, I think alot of its due to me n my shadows... though I do have an uber gamma monitor atm which sucks cause it makes all my textures seem normal on ere!

    @ Jeffro

    The ground map is a 1024 map for the whole terrain. I'm working with a basic game engine so I can't do that paint technique you see so often in games these days, had to do a render to texture in max and bake about 5 textures onto a single map.
    I think I'll texture it differently next time. Need decals for sure, I want some sorta slime dripping off the tentacles, would be cool I think.

    Cheers again
  • Showster
  • toddiej
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    toddiej polycounter lvl 18
    The lack of smoothing groups is killing it for me. Also the construction on the ground is confusing, looks like you used an optimize modifier. You could save some polys by placing those bricks on the walls not modeling them in. Main thing I would fix or focus on is the smoothing groups and textures. Everything else has been pretty much covered.
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