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Old 07-14-2008, 01:22 AM   #1 (permalink)
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Unknown Dady's User Activity: 1/10
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Spanish Building

For which Engine - Unreal
Current Polycount - 2433
Max Polycount - none at this time
Texture Size - Multiple Textures all at 1024 currently, going to re-size them later
Description of background information on piece -
Its based off of a Spanish Caribbean area building. This is for my "The New World:Legacy of Cortez" Project. Just thought I make a post of my current work since I haven't done so already.
Where are you looking to receive criticism - Anywere
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Last edited by Unknown Dady; 08-05-2008 at 11:38 PM.
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Old 07-14-2008, 01:48 AM   #2 (permalink)
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it looks like an interesting start, but for the level of visible detail, i think you could optimise it to a bit less than 5k polys. alot of the inset shapes on your walls can be done with normal maps. please put up wireframe shots and more angles of the building for better crits. the more we can see, the more we can help. good luck with your project.
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Old 08-05-2008, 11:43 PM   #3 (permalink)
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Sorry forgot about this but wanted to update you guys, I did make an mistake on the poly count though (had a couple duplicates in the scene when checking) The poly count is 2433.

Here's a render of the exterior, finished the interior - I'll get a render tomorrow of the interior, and a wireframe

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Old 08-06-2008, 06:01 AM   #4 (permalink)
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In order to recieve some more feedback, you should prolly post a wire.

And for the maps, are you using specular/normal or any other maps except from a diffuse? In that case, just give us a screengrab or render it wit the default scanline render, without using a skylight. As it completely annihilates your normals and specular map.

And for more feedback on the maps, you might want to post them aswell

The only thing I can crit so far is that the tiling is pretty obvious with those black dots in the corners. And you might also want to fix up the tiling issue with that plaster part of the texture

Other than that it's lookin' good.

Cheers!
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Old 08-06-2008, 09:54 AM   #5 (permalink)
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Here's a wire, I do see some places I can defiantly work on with the mesh. Nope no normals or specs yet. Was going to do that today when I pop it into unreal.



and here's the interior....need to work on the stairs.



Thanks for comments guys, I know I need them hehe
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Old 08-06-2008, 10:03 AM   #6 (permalink)
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The interior wood looks a bit too handpainted in comparison to the outside
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Old 08-06-2008, 10:35 AM   #7 (permalink)
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Ha Ha, the internet is a small place truly, Whats up Unknown Daddy. Unknown Daddy Studios owner right?
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Old 08-06-2008, 02:19 PM   #8 (permalink)
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Those look like 3ds max stairs although i could be wrong, if you play with the settings on them they can turn out better but the problems i had with 3ds max generated stairs in unreal 2 were beyond me, 3ds max throws so much geometry in there that the game artist has to delete unseen faces that are sometimes very challenging to find.

good luck with the stairs i look forward to seeing them
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Old 08-07-2008, 10:02 AM   #9 (permalink)
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Nope not 3ds Max Stairs, I have decided to import the stairs and second floor piece separately to add a little variety to the buildings maybe. Yes I am the owner of what use to be Unknown Dady Studios (unknowndadystudios.com). I sold the rights to the model packs and changed the direction of my website. Doing mostly custom work - makes way more money than packs.

Yea I'm better at exteriors than interior, probably because I have more practice with exteriors - I'm still a learning modeler.

Was putting this model into Unreal yesterday (first time doing it) and had some problems with my collision model well alot. So I'm making a collision model from scratch and I'll see what happens. Also just for anyone using 3dsmax, get rid of groups before exporting into unreal, or else you collision model wont show up correctly. Any of you guys have advice for getting models into Unreal is appreciated.

Last edited by Unknown Dady; 08-07-2008 at 10:06 AM.
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Old 08-08-2008, 02:19 PM   #10 (permalink)
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Hey Guys I need some 3ds max help.

How do I take multiple objects and convert them into a single element? Without grouping conventions?
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