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#21 (permalink) |
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Senior Artist
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This looks very nice so far. The building does look good too, but would it not be best to have those details on the wall - I'm referring to the upper section between the windows - normal mapped?
Also I have a suggestion for the ground... maybe you could make it quite deformed and muddy with a faint hint of some paths leading to the well and the buildings in the surroudning area. Or perhaps you're planning on some sort of cobble stone affect?
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ibrahimwahab.com |
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#22 (permalink) |
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Founder of Statspaddling
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[hp]: Thanks man, actually though, it's modeled off a miniature model from the Warhammer Board-game. ( ref)
I'm not too worried about the accuracy really, therefore there's some inconsistensies with the ref and my model. Ibrahim: considering the normalmapping, I wanted this to have the speccs of a 1st-person RPG kinda game, so thought it'd be nicer to model those in. Currently the model sits at about 3k triangles, which according to me is quite an alright number for a building. And for the ground, I already have that part planned out, using cobble-stones, grass and mud as you've mentioned ![]() __________________ Update: ![]() ![]() Modeling this one was fairly easy as you may understand.. as it's pretty much just a lot of boxes. I consider this model to be more or less done, but still need to do a few tweaks.. as of now I'm not quite content with the chimney. But what worries me is the UV-mapping and texturing part. I could share UV's for a lot of surfaces on this one and get it down to a 2048x2048 with nice quality. Although, what I'm aiming for is also a visually appealing texture where AO can be used, aswell as adding a lot of unique details.. but if I'm to unwrap most of the parts so that the AO comes out neat everywhere, and to be able to add all those unique details... then I think I might even have to go for two 2048x2048 maps aswell as minor tiling maps for the roof and other less important parts.. but that's wuite a lot.. anyone have any ideas/suggestions? Cheers!
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#23 (permalink) |
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Artist
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Hmm - personally id go for the modular route and just uv 1 window,frame, arch and add a tillable wood/brick texture. As for baking in the AO, it does add a lot to the texture, but new engines these days can render real time AO (cryengine2 already can and the new unreal for gow2 will be able too as well)
Then you can always use another 1024 texture for additional props like signs, plants, window ledges etc to break up the building a bit. Nice clean modeling btw. |
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| The Following User Says Thank You to skidu For This Useful Post: |
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#25 (permalink) |
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Founder of Statspaddling
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Thanks for the C&C guys, and sorry for the time it's taking me to update.. but unwrapping this thing was really a pain.. it's almost finished soon though.. and I should have an update in atleast a couple of days, assuming all the planning and packing for moving doesn't get in the way..
Cheers! *merged double-post* Make sure you read through the post before you comment on such things as there being no roof etc. __________________ There, finally got around to update this. Now, the texture is still in an early WIP Stage, I just wanted to try it out and see how it'd work with Unreal though. But, I encountered a problem. It seems the shadows doesn't really build properly.. I'm not sure if that's because how the mesh is built? Prebuild: ![]() Postbuild: *deleted image, problem solved* And ye, the uniformity is really bugging me aswell. But I'll get around to that after assuring that I got a complete and good base to work from. Trianglecount is at approximately 3,5k. Texture size is a 2048x2048. The roof will be put on a separate sheet which I havn't started with yet, so that's why it ain't shown here ![]() Cheers!
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Last edited by Tiros; 08-27-2008 at 02:53 AM. |
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#27 (permalink) |
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Founder of Statspaddling
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ah, ye.. well, you see. about 99% of the texture shares its UV's with another. And thanks for the nice comments and trying to help out, Doylle just cleared everything out for me just now though. Atleast I think I got it right
![]() You see, I don't got a shadowmap for this one, rather, it was the vertexlighting that made it look like this, and since the mesh isn't completely clean it turned out horrible. However, I just assigned the model a second UV and am baking a shadowmap as I write here ![]() So, hopefully I'll have a correct and a bit nicer update soon! Cheers!
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#28 (permalink) |
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Founder of Statspaddling
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A small update. Still having some minor shadow issues, but will prolly solve that somehow
![]() A thing I'm wondering about though, would be, anyone know something about the texture filtering in Unreal 3, and a way to tweak/customize it without having to do some coding? ![]() ![]() Cheers!
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