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#1 (permalink) |
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Game Art Student
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1940s environment Wip
UPDATE
Textured: ![]() __________________________________________________ ________________________________ For which Engine - Clients own - GavEngine Hi all, ive posted the previous wip on the building here before and the first is finished for now, here it is (ps i fixed the weird fall off on the far right, lower pillar): ![]() I've been getting stuck into writing my dissertation now (urghh!) but also need to be developing the level assets alongside the writing. Started modelling the lower section of a new building, as with before instancing in the real time engine is the name of the game so everything will designed with that in mind. There's two variations of one part of the lower section of this building, originally i was going to include the decorative block thing, but i think it looks too "tacked on" and the transition is too harsh, so think im gonna lose it: ![]() I prefer without the block, so glad i made it seperate: ![]() Normals are generated from a high poly and crazybump, tri count is 206, texture space is 1024. Crits and comments welcome ![]() Last edited by Zeus; 08-24-2008 at 10:26 AM. |
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#2 (permalink) |
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Artist
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Sweet! I like the first building a lot!!
Good job.. could use some dirt I think, would be perfect then ![]() Looking forward to see the other one!
__________________
www.roth.sk |
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#4 (permalink) |
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Game Art Student
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thanks vladino, i would have added some more dirt etc, but its tough because so much of the building is repeated around, any distinct markings on the wall give the repetition away. Ill post up my progress on this as i go - working on the doorway section now.
TheCorey - could you be more specific? |
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#6 (permalink) |
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Game Art Student
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thanks for elaborating, i know the setting you mean but it was actually very low, so guess it cant be that. I dont want the normals to be too over the top so am kinda happy with the way they are. Here's an update, the middle section is around 800 tris, with 1024 map and the door is...i forget, not many, lol:
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#8 (permalink) | |
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Game Art Student
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Lol thanks Dennis, though now i seem to have two contradicting opinions:
Quote:
Not really sure, they seem fine to me, maybe its because they have soft edges - ill have a tinker and see if it makes much difference |
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#9 (permalink) |
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New Artist
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The bricks are suffering from an effect that does look like the crazybump effect...they're just a little too soft around the edges. It's not so much the scratch detail that's dulling them, its the profile on the brick edges being too soft. It's an easy fix since it's on a generated map....usually tweaking out the original image you used to make the normal map to give it more contrast in those edge areas sorts it out.
On note of the first building it appears as if on the white bricks on the second level...that the UVs might be distorted a tad..the bricks look like they are angled in those areas on the face of the building. The occlusion pass you did on it looks good though, really adds interest to the building and makes it pop. Last edited by JamesArndt; 08-05-2008 at 01:05 PM. |
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