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#2 (permalink) |
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Forum Leader
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Unfortunatly the attachment system isn't working, you need to upload your image via a image hosting site like photobucket or image shack and then post up here using the links they give you.
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#4 (permalink) |
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it seems to have awfully lot of useless edge loops, as far as i know those are only justified in case of recycling the uvw space. your texture sheet doesn't show any traces of that though.
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#6 (permalink) |
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New Member
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Hi JaviLQ, there are so many things that can be improved in this model which will make it look good, also you got to keep in mind where this asset will be used i.e in the game or in the background where the player or the camera will rarely go.
Well to start with since you've posted this i'll take it that this model is low poly, so if its a low poly you can keep the flat surface as one shape i.e if its a side wall keep it a simple poly 4 sides. The windows you have can be one separate mesh and can be instanced. Try to find as much reference as you can to understand how the western buildings are. Observe the structure closely and find out what makes it look unique. This will also help you give a good idea how the textures needs to be done. Keep in mind the scaling of the textures keep a box respective to the human size. Also to add some depth to the texture have a AO map in the diffuse, this actually makes it look appealing. And keep the poly count in mind for a building like this it shouldn't take you more than 2000 tris, infact the details should be done with normal map and specular map. Keep posting the progress, would like to see an updated version of this |
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