the0rthopaedicsurgeon Posted April 2, 2008 Report Posted April 2, 2008 made another prop, this time a temple bell, at around 6000 faces at lod0. Quote
Pomperi Posted April 4, 2008 Report Posted April 4, 2008 That's a nice building you got there! Can't stop thinking that the roof looks a bit excessive with a high detail as that. Is it 6000 quads or tris? It's still a bit over the top for most engines for a world model like this none the less. I think you could get a similar but more low-poly result if you used a normal map on a cheaper geometry. Time for some stuff from me! This prop is modelled and textured by me for Decadence Mod: Quote
Punky Posted April 4, 2008 Report Posted April 4, 2008 That's a nice building you got there! Can't stop thinking that the roof looks a bit excessive with a high detail as that. Is it 6000 quads or tris? It's still a bit over the top for most engines for a world model like this none the less. I think you could get a similar but more low-poly result if you used a normal map on a cheaper geometry. Time for some stuff from me! This prop is modelled and textured by me for Decadence Mod: IMAGE Nice, is decadence going to make another media release in the near future, the previous release made me want to find out more about it, and I like the idea behind it Quote
Nurb Posted April 4, 2008 Report Posted April 4, 2008 That's a nice building you got there! Can't stop thinking that the roof looks a bit excessive with a high detail as that. Is it 6000 quads or tris? It's still a bit over the top for most engines for a world model like this none the less. I think you could get a similar but more low-poly result if you used a normal map on a cheaper geometry. Time for some stuff from me! This prop is modelled and textured by me for Decadence Mod: IMAGE Nice, is decadence going to make another media release in the near future, the previous release made me want to find out more about it, and I like the idea behind it We have alot of media to release but havent decided yet when to release it Quote
Meotwister Posted April 4, 2008 Report Posted April 4, 2008 looks good pomperi! Whats up with that diagonal texturing going on there though? Looks like the unwrap is like skewed to cause the texture to make it like that... or you coulda painted it like that im not sure lol. Quote
ng.aniki Posted April 7, 2008 Report Posted April 7, 2008 It was first made to help me to find colors for my 3d model, before texturing, but I couldn't stop and made this. I made a basic render with maya and painted everything over it. Comments are welcome ! Quote
jaboo224 Posted April 7, 2008 Report Posted April 7, 2008 I feel that your scratches seem to loose on the texture. If this think moves as fast as it looks like it does you should have scratches and nicks that look like they all go in one direction giving it a streamline damaged effect. Quote
Chunks Posted April 7, 2008 Report Posted April 7, 2008 It would also be cool if you made one of the panels missing on the texture and showed some wiring or some type of mechanical innards Quote
Chunks Posted April 7, 2008 Report Posted April 7, 2008 I made this last night, sort've inspired by mino's sign in the texture thread I'm probably going to dirty it up some more, especially the bottom lettering. I need to add the neon lights now, below is how the lights will be arranged: Quote
Meotwister Posted April 8, 2008 Report Posted April 8, 2008 texture and model look great but looks like you coulda used space on your UV map more efficiently.. a bit of it is wasted right now. Probably should try to make sure most of the space on the texture sheet is used in future models you make. but the texturing is looks good man. Quote
Minos Posted April 8, 2008 Report Posted April 8, 2008 This is going to look great ingame once you add self illumination maps Quote
Quakis Posted April 8, 2008 Report Posted April 8, 2008 This might be considered nitpicking, but I notice some identical scratch repeatitions on the metal, which kind of bugs me. The top piece of the UV and bottom left / The right triangular piece and the piece to it's right. I marked the most noticable areas below. Quote
Acumen Posted April 8, 2008 Report Posted April 8, 2008 concerning the mentioned uv space, i kinda tried to illustrate how it might be a bit more efficient, but still i'd suggest, you might wanna use some checker material, cause for example the "vacancy" part is scaled up really high, but the sign is pretty tiny compared to the "motel" letters, it's like 1/3 of a letter size on the model but almost 3/4 on the uv map. argh, i hope this somehow makes sense anyways, here's the pic: Quote
Chunks Posted April 8, 2008 Report Posted April 8, 2008 Thanks for the crits, they were very helpful. I'm going to scrap the vacancy part (or find someplace else to put it) and add something neat on the top right corner of the top sign. Then redo the UV. I know the UV had some repetition problems, that was just laziness, but i'll fix it this time around. Quote
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