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Low Poly Building

  • Steppenwolf
  • September 12, 2005 at 4:26 PM
  • Steppenwolf
    • September 12, 2005 at 4:26 PM
    • #1

    A skybox building that i modeled and skinned for Insurgency:

    [Blocked Image: http://www.insmod.net/team/upload/Users/Steppenwolf/planssky.jpg]

    210 triangles

  • FrieChamp
    • September 12, 2005 at 4:50 PM
    • #2

    Cutting edge modeling techniques right there

    Looks good though

  • insta
    • September 12, 2005 at 4:52 PM
    • #3

    Very nice.

  • Blunkka
    • September 12, 2005 at 5:04 PM
    • #4

    Nice! Chances of seeing wire?

  • Steppenwolf
    • September 12, 2005 at 5:06 PM
    • #5
    Quote from FrieChamp

    Cutting edge modeling techniques right there

    I know that its not much more complex then a crate model.

    But its for iraq. Land of the cubic buildings.

  • Steppenwolf
    • September 12, 2005 at 5:16 PM
    • #6
    Quote from Blunkka

    Nice! Chances of seeing wire?

    [Blocked Image: http://www.insmod.net/team/upload/Users/Steppenwolf/plansskywire.jpg]

  • st0lve
    • September 12, 2005 at 5:34 PM
    • #7

    I'd say that the indents aren't really needed due that you are using it in the skybox.

    but the pc is so low anyway~~

    show us flats, way more fun to look at.

  • Lee3dee
    • September 12, 2005 at 5:37 PM
    • #8

    Looks really nice. I'd like to see some variation in the windows. since ure using a titled texture, you could adjust the UVs to add in broken windows, etc.

  • Zacker
    • September 12, 2005 at 6:09 PM
    • #9

    Simple, but it does it's job:)

  • Fullauto
    • September 12, 2005 at 6:59 PM
    • #10

    Pretty neat. Though on the windows on the right side, it almost looks like there's a border around the windows.

  • KoKo5oVaR
    • September 12, 2005 at 7:59 PM
    • #11

    Not so bad for an unemployed person § ^^

  • csharp
    • September 12, 2005 at 11:04 PM
    • #12

    Its looking good, but we (i mean i) want ingame shot!

  • Captain P
    • September 12, 2005 at 11:44 PM
    • #13

    Looks good yeah. I agree with the one who said it could do without the indents, but hey, if you've got poly's to spare...

    I'd like to see some TV antennae and sattelite uplinks 'n stuff on the building though, would fit the theme well I think.

  • JynxDaddy
    • September 13, 2005 at 7:58 AM
    • #14

    I agree with losing the Indent, add some more details like Antenna instead.

  • D3ads
    • September 13, 2005 at 2:34 PM
    • #15

    I'm sure there's loads of those type of buildings in HL2, couldn't you have just reskinned one of them?

    Looks good but I agree on what Jynx said though. On this subject, do you have to use models for the skybox or can you use some brushes as well? Just curious..

  • insta
    • September 13, 2005 at 2:40 PM
    • #16

    You can use brushes as well. Pretty sure the buildings in the skybox in de_dust are brushes.

  • Steppenwolf
    • September 13, 2005 at 4:06 PM
    • #17

    Brushes don't look half as good in the skybox. Reason: a skin looks much more unique and detailed then repeating textures applied on a brush.

    D3ads: Insurgency wouldn't be a Total Conversion if we use hl2 stuff. Our target is 100% custom material.

  • D3ads
    • September 13, 2005 at 4:25 PM
    • #18

    That's fair enough mate.

    Bloody glad you can use brushes, I can't model for shit

  • D3ads
    • September 13, 2005 at 4:27 PM
    • #19
    Quote from Steppenwolf

    Brushes don't look half as good in the skybox. Reason: a skin looks much more unique and detailed then repeating textures applied on a brush.

    Ahh but you can do the same with textures, just make them bigger and with more detail so that they don't need to be tiled if that makes sense...

  • Captain P
    • September 13, 2005 at 4:46 PM
    • #20

    That surely makes sense.

    A model has the advantage of being instantly placeable, as like a prefab. Also no problems with getting the right scale and all for the mapper.

    Brushes would give a mapper more freedom though.

    All in all, I think models are perfectly fine for this purpose.

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