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#1 (permalink) |
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New Artist
![]() 9
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Sawmill/Lumberjack | Comic
For which Engine - We creating a own Game in XNA
Current Polycount - 9k Max Polycount - is open Texture Size - My question Description of background information on piece - Cartonny sawmill for a jumpīn run game Where are you looking to receive criticism - everything _________________________________________________ Hello everyone, my first pos here i the WIP area , hope you like it ![]() Basically i love to create characters. This is my first attempt in environment creation and some questions came to mind. This Sawmill is an Ingameasset for a studentproject. The whole asset has round about 9k polys. The asset consists of two logical parts, the house itself and all the rest. My question now is how to arrange the UVs (in particular what size to use) for an asset like this. I started to to take a 2k tex for the lumberjack house itself, but i'm not quiet sure if this is the right approach? Maybe someone can help and point me the right direction. And for the rest of the asset: Should I go with 4-5 maps and what would be the appropriate mapsize or just go with one or two high-rez (1k-2k) maps? I will not use this asset again later in the game, so there is no need to do per object mapping. I think itīs much more manageable for later purposes but is this the way it goes in the industry? I want to know in how much parts should i break down my asset. I really appreciate your help. The Sawmill: ![]() ![]() ![]() The lumberjack: ![]() ![]() And the Wireframes: ![]() ![]() This Second UV map is from a lumberjacks house, this asset is in the same Map. I will start texturing with 2k and then scale down to see if there are some problems with a 1k version. uv sawmill_details, without the House: ![]() UV Lumberjack: ![]() I will tweak the uvīs to fill as much room as possible. Thanks for your advise. I will show more stuff from our studentproject when the first map is near to final. cheers Cody Last edited by Cody; 10-12-2008 at 07:52 PM. |
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#3 (permalink) |
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Senior Artist
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Hmm, there is a lot that I like, but also a lot that could be improved. A lot of poly's are unnecessarily. For example the roof has a lot of poly's that you can't see. An even better example is the ground on witch the building rests.
The stairs could use some more shape as well, since the rest is all curved and bended, the stairs should follow the same style. Now they are very flat and don't fit the scene at all. Another thing I noticed is that on some places you use a massive amount of detail (The chain saws for example) and on other places there is hardly any detail at all (For example the ramp next to the sawmill). Maybe you should balance those two a bit better. Keep it up though, I like the overall scene ![]() |
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#4 (permalink) |
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Senior Artist
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I too like your style for this environment.
I agree with Perfect_storm's thoughts on your poly distribution, and I also suggest that you fix your smoothing groups. In fact most of the time they look like they haven't been done at all. It would really make things look a lot less blocky.
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![]() 3D artist at http://www.thinkplaystudios.com/ My Portfolio: http://www.francoisstelluti.com |
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