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#1 (permalink) |
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Frequenter
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WIP Mansion
For which Engine - Unreal 3 Engine
Current Polycount - 8900 Polygons Description of background information on piece - I going for a abandoned mansion scene that will be turned into a zombie level. The feeling I'm going for is kinda a Resident Evil meets Silent Hill. The Mansion is pretty much modeled except for a few electrical boxes on the house and a garage which is still in development, maybe even a tool shed or something similar. Where are you looking to receive criticism - Right now I would just like to know how the building looks and since this is my first modular built building I would like to hear if I'm doing it correctly. Also if anyone has any idea's of anything that I might be missing in the scene that would be great. Thanks _________________________________________________ ![]() ![]() ![]() |
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#2 (permalink) |
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Frequenter
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The modeling itself looks pretty good to me. From an actual construction standpoint, the front overhang would have a slight pitch to it so that water ran off, but that's kinda nit-picky.
What are you planning on doing for landscaping? The base of the mansion is just screaming for some unkempt shrubbery imo. ![]() |
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#3 (permalink) |
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Frequenter
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pantsburgh-thanks for the advice I didn't even think about the overhang. As for the landscaping I have no clue. I'll definetly need some sort of shrubs or plant life maybe even a big sleepy hollow type tree. Besides that though no clue, and if anyone has any suggestions that would help out a lot.
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#4 (permalink) |
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Senior Member
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looking good bond. the only thing i can find to crit is that there seems to be quite a few windows on the front of the house. i think it might look good if the middle window was remove and maybe replace with a couple of the small windows you have. the small windows that you have on corners seem like a strange spot to put them. if you were actually looking out of one, you would have a section of the wall taking up a large part of your field of view. other than that, everything looks pretty good
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#5 (permalink) |
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Frequenter
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Hey guys thanks for the comment.
Pantsburgh- I changed the pitch of the overhang and I think it looks awesome. ColdRolled- Thanks for the suggestion I totally forgot I had those front windows their. Originally I had those windows their because I was going to make it into a sort of apartments but then I changed my idea. Now I think it all really fits. Oh and one quick question for anyone who knows modular building. When you start to unwrap the model do you first weld all of the pieces together and then unwrap it or do unwrap them all separate. I know its kinda a noob question but I would like to save as much time as possible. I hope to get it all unwrapped and textured by the end of the weekend. ![]() ![]() |
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#6 (permalink) |
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Frequenter
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Bringing the overhang up to a point like that looks tight. Nice one.
I'm not that experienced with modular stuff so take this with a grain of salt, but for your UVs I would unwrap 1 of each type of the modules individually, and then transfer the UVs over to each like piece before welding. This way you only have to unwrap each module type once. As far as landscaping goes, my personal opinion would definitely like to see a sleepy hollow tree (or 3, but not 2), some messy shrubbery around the base of the house (or even just extra/taller weeds near the house), and an unkempt lawn with weeds and tall grass. For extra credit, I think some ivy (alpha planes possibly) growing a short distance up some of the walls would be a nice touch. |
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#7 (permalink) |
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Industry Artist
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I'm with pantsburgh. I'd unwrap first, and then do the welding. Not only for the reason pantsburgh mentioned, but also because you'll probably have alot of overlapping if you weld them first. Up to a point where you have one maze of uv sets, and you have no clue what is what. (had this with a house i had to unwrap using tileable textures, it's hell).
I'm currently working on a ut3 scene when in my spare time, and when i even made the base textures before i unwrapped everything. This way i could check if the uv's were ok, and that all the seams were covered, after that i went back to ps to add details. I suppose you could use a regular uv checker to for this though... |
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#9 (permalink) |
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New Member
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The house itself is looking nicely. I just wonder why you don't plan on integrating it into the map a little more. It would be cool to have an ammo respawn inside the house, so you'd be actually forced to move in there, all coordinated and quickly.
Nice atmosphere for a spooky setting. Really like this house! |
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#10 (permalink) |
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Frequenter
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Ok guys I started unwrapping the Mansion but I ran into a problem and I need some help from anyone who knows 3ds Max 8.
So let me tell you what I did so far, I set the material id for the parts that I want brick to material id #1 and changed the color green. Then I just inverted the selection and set the rest to id #2 and changed the color purple for the parts that I want to be cement. For the windows I set the id to #3 and changed the color to a blue/green. I used only one unwrap uvw modifier for each modular piece which I actually think I need two or three but I don't know. My question is hard for me to explain and I'm sure I'm making it harder than it probably is, but whats the best way to texture the building? Do I create three tilable textures and then apply them to my three different material ids. I already tried to unwrap each modular section and then use texporter to export the uvw into photoshop but I figured out after doing one texture that I would have to create almost 10 different texture maps for each of the different modular sections and that seems like a waste. So any wisdom from anyone would be greatly appreciated. For the picture every different number represents a different modular section. ![]() |
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