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Old 23-02-2009, 05:15 PM   #11 (permalink)
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Nice shot set up Paldred, love the house so far
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Old 24-02-2009, 03:21 PM   #12 (permalink)
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The house and the over pass are 100% modeled. Now onto the smaller assets around the house.

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Old 24-02-2009, 03:46 PM   #13 (permalink)
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Nice scene, I like it.
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Old 25-02-2009, 01:59 PM   #14 (permalink)
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Some textured assets to fill the surrounding the outside of the house. Oddly enough I have been looking though the movie to make a list of small objects I need to clutter the outside. The objects keep moving around with in the first fifteen minuets of the movie. Will go back and texture the house later this week. Want to get some smaller objects done so I'm not staring at the house all the time.

Progress--


I think the rust needs to be fixed on the barrel. Thoughts?
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Old 25-02-2009, 02:53 PM   #15 (permalink)
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yea i agree barrel needs tweaking
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Old 26-02-2009, 04:50 PM   #16 (permalink)
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Starting some texture work for the house. Just the brick and base of the house so far.

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Old 03-03-2009, 09:38 PM   #17 (permalink)
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Wow less than a month to go. Well I have gotten some work done over the weekend. Check it out.

Some more assets -


Front door of the house -


The overpass -

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Old 05-03-2009, 10:29 PM   #18 (permalink)
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So the scene as of right now is around 28,000 tris. The Overpass is done, the house is getting done. The roof and downspouts need to be textured. Also need a smaller things to fill the surroundings of the house, and the ground itself. Plus foliage!

The lighting still needs work.




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Old 06-03-2009, 10:38 PM   #19 (permalink)
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Quote:
Originally Posted by Thefirston View Post
is that really how the building looks or is there another builing next to it. itd be better if there were a block out of this scene. but so far still pretty good
I know, weird right. but that's actually how the house looks.

Hey P, the texture on your stairs looks really blurry.
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Old 07-03-2009, 10:23 AM   #20 (permalink)
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A couple suggestions you might find useful:

Dirty up the brick texture some more. There are some great tricks inside of Unreal's material editor that can help big time with making tileable textures NOT look tileable! One suggestion I'd give would be to try using lerps and RGB alphas to add more dirt, cracks, etc. to your tileable! With the RGB alpha, you can almost make it look randomized which parts of the texture will show up.

The steps could use some grim on the bottom and edges as well. Adding some dirt on the bottom will give it the feel that it's being weighted down.

Also the cardboard texture and text on the FOR SALE sign feel kind of slapped on. I think you could definitely work on doing some more deformation and bends on the cardboard texture, and the text could look better if it was maybe faded a bit. Or, maybe make it look like the whoever wrote it had a marker that was drying up and couldn't complete finish writing it! That would be a cool little detail.

Anyways the scene looks really good! Good luck!
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