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#1 (permalink) |
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New Artist
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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 _________________________________________________ ![]() Last edited by Unknown Dady; 08-05-2008 at 11:38 PM. |
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#2 (permalink) |
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Senior Artist
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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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#3 (permalink) |
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New Artist
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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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#4 (permalink) |
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Founder of Statspaddling
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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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#5 (permalink) |
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New Artist
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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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#8 (permalink) |
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Game Art Student
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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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#9 (permalink) |
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New Artist
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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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