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View Full Version : WIP Environment: The back shed


obelisk
08-21-2004, 06:02 AM
Hey gang. I've just started working on a back shed environment. It'll be an interior and exterior model, and I'm going to try and (figure out how to) bake the rendered lighting into the textures when it's done. At this stage it's 420 quads (there are lots of beams in the gabled roof you can't see here). Any crits so far would be great. Cheers...

image removed. see below

obelisk
08-21-2004, 11:30 AM
just going to update as i add things to the scene

image removed. see below...

CrossFire
08-21-2004, 01:31 PM
wow I'm the fist to reply??? word.

looks good! keep us updated!!!!

Ingurum
08-21-2004, 01:33 PM
i second crossfire, looks good, keep it up

nice textures btw

obelisk
08-22-2004, 01:41 PM
Thanks for the encouragement guys. Here are some updates. Just the windows to go as far as the exterior is concerned. Although I think the whole affair is still looking a little too tidy and new. Polycount is at 480quads (excluding the two red barrells, which I'll be remodelling lower poly later. Just there for atmosphere at the moment). Much work to do here.

images removed. see below...

JasonA
08-22-2004, 05:37 PM
looks pretty good so far, but offset your texture tiles so the repeating isn't so obvious

obelisk
08-26-2004, 11:28 PM
JasonA: I think you're right about that. particularly the water tank. is there any other specific repetition that's catching your eye?

Here's the update with windows, and some texture tweaking. I'll get back onto that rust Today. Any crits gratefully received.

cheers
-O

http://img.photobucket.com/albums/v125/obelisk8/shed07.jpg
http://img.photobucket.com/albums/v125/obelisk8/shed07a.jpg

obelisk
08-27-2004, 08:47 AM
managed to squeeze in a little more work to take the repetition out of the textures, develop the windows (transparency mapping is an interesting business), and model the blinds.

be good to get any feedback at all gang...

http://img.photobucket.com/albums/v125/obelisk8/shed08.jpg

mttjss
08-27-2004, 11:11 AM
I am definitely no expert...

but I do see some repeating textures still..below the side windows and along the long wall.
Also the texture on the door looks different than the walls..the door seems older and rotted and the walls seem a little less weathered..maybe it was intended that way..
overall its lookin really good...
maybe a few more little things...steps..a chimney..maybe a broken window or some old junk outside??

more more :twisted:

Evil Pumpkin
08-27-2004, 12:06 PM
I think texturing is even better than modelling...if it's possible here!!! I realli like the front windows and the roof!!

hope to see more soon!
peace

AndyH
08-27-2004, 12:09 PM
Real nice texturing all over - makes it look a lot higher poly than it actually is - especially the roof.

obelisk
08-27-2004, 11:48 PM
mttjs: thanks for the crits. i'll try and thow a little more variety into the areas you've pointed out. old junk etc will be added as i go. the whole door looks older than the walls thing was kind of deliberate. it's supposed to be one those sheds that's been had parts replaced or updated over its life by a fairly tidy builder on a very tight budget. there were lots of shed like this in my neighbourhood when i was a kid. dad's would buy a second hand door, or a new piece of glass that didn't match, or patch the leaking roof with corrugated iron in different colours as required. so i'm trying to make it old to differing degrees.

evil pumpkin and andy h: thanks. now my environment needs an environment...

more later.
-O

dangerkid
08-28-2004, 06:16 PM
oh man, way to fake geometry! I gotta say, the roof is my favorite! Only crit - and a really picky one - is that bump mapping on the dark wooden areas looks a little too intense... but then, it might be what you're going for, and then I guess in a gaming environment where you're generally not sitting and staring at the geometry (well okay, I often do sit and stare at textures in games wondering "damn! how the hell did they do that!?) it might make it stand out and add more depth to the environment overall... oops, did I just talk myself out of that crit?:D

obelisk
09-03-2004, 07:35 AM
hey guys. small update. started working on the interior fitout. still heaps to do, and i need to block out the rest of the backyard as well. if only i didn't have to work for a living... any crits would be great.

btw: currently 640 quads and 144 tris.

http://img.photobucket.com/albums/v125/obelisk8/interior01.jpg

dangerkid
09-04-2004, 12:05 AM
Yeah, I'm really liking the inside. I think this piece is going to have some great atmosphere. A couple of points to consider: The shelving units looks a little uniform; maybe scuff up that texture a little bit to break up the regularity of it and also there appears to be a small amount of stretching or something on the cut ends of the shelves. Other thing is the blinds - in their current state, they look a little pristine compared to the rest of the the shed... perhaps adding a little dirt to them or even a few more polys to bend or break a few of them. Just some thoughts... looking really good though!

obelisk
09-04-2004, 12:28 AM
thanks dangerkid. agree with all your crits. thought i might be able to get away with the stretching on the edges because it looks like the kind of pattern left by a circular saw. but on second take, you're right. i'll get onto it.

obelisk
09-04-2004, 12:53 AM
now that i've come this far, i probably should start working to a budget. up to this point i've just been trying to keep the ccount low, but what do you guys think would be a reasonable set of statistics? polycount, number and size of textures, etc. PS2, Xbox of PC?

once i've established a reasonable budget, i'll start optimising towards it.

thanks in advance.

-O

mr.wheels
09-04-2004, 01:03 AM
Really nice texturing there I aspecially like the door :) also the materials on the windows are great I cant really see anything wrong so far

keep up the great work :thumbsup:

cant wait to see more

oh and the thing with the Ps2 Im not entirely sure what a good poly count is but maybe if you run a search on google ? or MSn ?

im not sure on that one at all never even tried modelling for a console :shrug:

mr.wheels
09-04-2004, 01:09 AM
Here: http://www.pcvsconsole.com/forum/viewthread.php?tid=1731

I found that for ya I dunno if that will give you some idea but I hope so ;)

obelisk
09-04-2004, 01:17 AM
thanks mr wheels, i'll run through it, and see if i can work it all out...

mr.wheels
09-04-2004, 01:19 AM
no worries I hope it helps

ill be whatching :argh:

:p

obelisk
09-04-2004, 04:37 AM
another small update. adjusted the textures and the lighting a little to take in your suggestions, dangerkid, and added a couple of saws.

http://img.photobucket.com/albums/v125/obelisk8/interior02.jpg

dangerkid
09-05-2004, 01:39 AM
Those tweaks are looking good... it's the little things that distract a player in a CG environment and prevent that suspension-of-disbelief and I know as a game player, I'm always appreciative of artists who take the extra time to tweak. :thumbsup:

yeluis
09-05-2004, 08:04 AM
looking very cool, its nice to see something other than characters around here

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