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View Full Version : Environment : Warehouse WIP


Sammy
02-13-2004, 07:26 PM
howdee!

... following Eric J. Miller's WIP post of a lowpoly warehouse (http://www.cgtalk.com/showthread.php?s=&threadid=113814&perpage=15&pagenumber=1) -- I found myself inspired to model one of my own.

The following are the wireframes ... they're mostly unwrapped -- but I've recently been hired by the Vancouver Film School as their Assistant Instructor for Maya so I've suddenly got my hands full.

Expect some new posts in the coming weeks as I start to put more time into this model. Eventually I'm gonna throw it into Unreal.


Whoo-ah!
Sammy


http://www.lilypad.ca/cgtalk/warehouseWIP/composite01.jpg

http://www.lilypad.ca/cgtalk/warehouseWIP/warehouse02.jpg

SecretAgent
02-13-2004, 08:03 PM
Cool Sammy! I'm glad to see you started a thread up for this. It looks great so far. And congratulations on your new job, that's awsome! I tried to get a similar job w/Full Sail after I graduated but, that's a whole other story.

I look forward to seeing the progress.

Ancient-Pig
02-13-2004, 09:13 PM
It looks like some resources are going to waste here.. perhaps you have some different methodology in mind as far as the journey to the finished product.. but from where I'm standing:


The fence along the border: Im assuming its going to be chain link. You could just have one quad extending the length of each side, and set a chainlink tile onto that. Then place the pole mesh on top of that mesh.

I can see some windows curving on the top, and understand those extra polies needed for that. However on the bottom of the windows, theres a whole line of verts that are perfectly straight... those can also go except for the two on either end.

I also see horizontal segment lines int he telephone poles. However from here it looks like the pole is just going straight up and down.... therefore all you really need are the caps, and not the breaks in the middle.

Another trick which you may not want to use... the tops of those telephone poles can be cut out entirely... then place a plane on top, and alpha map a circle shaped texture that reasonably lines up with the pole. Will look a whole lot more round.. Actually, that works for car tires too... anything thats round like that (if youre really trying to save polys)

Anyhow.. just a few thoughts.

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