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#11 (permalink) |
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Forum Leader
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Things like the doors or windows could need some addition detail and the bricks or door handles seem to be pretty large compared to the windows. This makes it hard to tell what size the building actually is supposed to be (the door could be 5 meters tall or just 1,5m. Theres no scale reference or things you could take to compare the other modules to, but maybe textures and additional assets will help you there.
Also: Using modules means you have to double check which details you wanna add to the mesh and its textures, and what should be on an additional one. For example, the missing plaster on one of those wall pieces repeats itself on every other wall, it might make more sense to add it via a separate decal or a totally different module. Maybe the lighting of the level can help you to hide things like this later (shadows and stuff), normally you wouldnt wanna have such an easily recognizable detail on a repeatable wall segment though. Hope that helps a bit to improve your stuff, cannot wait to see the final result! ![]() |
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#12 (permalink) |
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Frequenter
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Thanks alot Rico. Your absolutely right about the damaging of my wall-segment, I've already overworked it, an got rid of the big missing plaster. I also should have used more textures, resolution isnt coming out very well >.< (as you mentioned in your last post, but its still acceptable), but I want to get this thing finished as fast as I can because of my beginning internship.
There will be some trees and plants in the final level, which will help to understand the scaling (hopefully^^). If time is left I'm also planning about some varied modules like broken railings or a second wall segment with other type of damage. But we will see... |
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#13 (permalink) |
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Senior Member
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I would have constructed this quite differently.
Firstly there are numerous issues with scale such as the arched door extruded way out from the door (I think doors are usually inset into walls anways). Some of the brick work is truely massive! The texture resolution I'm betting will not hold up. All the modules on 2 texture sheets? I very dubious even if they are 2k. What pixel ratio are you working to? I think also on your hi res sculpts you have pushed the details too much and some of the columns are coming out all wobbly and losing any sense of form. The bakes themselves are a bit odd looking tho I suspect its down to your hi res not having enough support geo for the edges. In other words alot of stuff is looking too rounded. I think actually although your using 90k tris it still looks very low poly in places such as the dome. It's silohette could do with some rounding. I hope you don't think Im ripping this to shreds as there is definite promise here
__________________
Mark McLeod | Environment Artist Sketchbook:-http://www.game-artist.net/forums/sk...hbook-wip.html Portfolio:-www.markmcleod.net |
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#14 (permalink) |
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Frequenter
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No I don't think you ripping it...thanks for the honest and true feedback. Exactely why I'm posting my stuff here. This was my first modular project so I'm not surprised of mistakes and miscalculation of my poly/texture budget.
I've started texturing today and stoped it 2 hours later. Decided to use 4 instead of 2 textures, and on this occasion im adding some additonal geometrie to my shapes. Bricks are left out, doesnt fits into the design, will be marble in future. Im not realy sure what you want to mention with the points about my highpoly (sry, my english isnt quite perfect >.<), but i will make the edges more hard, to make the material more believable. Thanks again guys, you've bewared me from producing shit xD Cheers |
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#15 (permalink) |
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Senior Member
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Sounds like you are heading in the right direction already
![]() I would (if this is not a total rework, maybe leave it till next project) build thing in modules e.g. 2 types of pillars 3, windows, 2 door arches, 4 wall sections, etc That way you will have a ton of variation and then bake each of these modules onto their own texture page (or combine similar modules if the texture will allow) It also allows you to texture much quicker in the long run too as many of the modules will use the same base textures just have to add some localised details/variation. I meant your hi poly looks alittle soft from the bakes. Im assuming by looks of it you built a base mesh then took it into a scuplting package like mudbox or zbrush. Just make sure before you do this they suddivde well without sculpting.
__________________
Mark McLeod | Environment Artist Sketchbook:-http://www.game-artist.net/forums/sk...hbook-wip.html Portfolio:-www.markmcleod.net |
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#17 (permalink) |
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Frequenter
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I´ve finished my overwork of the game mesh and highpoly, added more geometry to the cylindrical roof, made different versions of repeating modules, created new UV layouts (5 textures now), completed baking and started texturing. just some screengrabs here:
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