Agree with BertR. Lots of polygons there and they're of no use to you. Try rearranging your modular assets and creating buildings that are unique and different. Different colored roof tops, bricks etc. To me it just looks like the same building duplicated and rotated a bunch of times. Scale some up, scale some down.…
Heh... Little backstory for the environment. Vertical farm environment =========================== Background These skyscrapers are created in an urban area in the near future to add automated farming to cities. Arable land has been vastly reduced, and environmental conditions are no longer conducive to healthy plant…
Hi guys. I'm working on this building. That's what I have for now: Uv and bitmap checker: What do you guys think? Can you share your knowledge about making modular buildings? I know, proportions isn't right, but I think it's good enough. Maked in 3D Max, for now is Mental Ray. Maybe this will be exported to Unity. PS.…
Ok so time to revive the old sketch book. Cant recall what's happened to those images I posted earlier. I must have lost them in the IP move for my site. ok so for uni we need to make a MOBA style star wars inspired spawn point. This is my progress thus far. I am no environment artist, this is my first go actually and…
Do the minimum required to vet your pipeline. So do ugly, cheap, throw away art that just moves you through the steps, all of the steps. The more detail you add the harder it becomes to change things later so keep them easy to edit and fluid. Pretty comes later. If you're doing a high poly to low poly workflow, bang out…
Hi Tyler, I've had a quick look at your stuff while on my lunch break. I can see that you want to go in the direction of environment art but I think you pieces lack a little 'umph'. I've described my thoughts below: Alley - Thumbnail impressions: Looks stylised, steps look a bit too wavy, scene looks brown. Going though…
Hey Polycount, I'm looking to get some crit on a new game environment project i've been working on the past few weeks. The goal for the project was to learn more foliage techniques and to create a realistic, large scale, exterior environment with some interesting story telling and world building. So far, I've been working…
Hi folks, I'm trying to wrap my head around texel density for game models. I modeled a building in 3d max and put a 2048x2048 texture on it and it looks like terd smudge and after reading up on it I figured out it's because the big texture is wrapping around my whole building so the detail is crap. I've read quite a bit on…
JO420- I've been creating my buildings with modular pieces. I've also found how useful instancing has been. It has been a time saver. Is it entirely necessary when modeling a building to have the mesh solid with all verts welded together? I've been making some of my trim pieces and walls seperate geometry to save on polys.…
This project is going to be a high poly, realistic building, which I have not done before. The Feathers Hotel in Ludlow, UK is a gorgeous building with a great history - It is believed to be one of the most haunted places in the UK. I watched a few documentaries on the place recently, and as much as I love ghost stories I…