View Full Version : 3 houses (skinning job)
arrangemonk 03-11-2005, 07:04 PM http://home.arcor.de/arrangemonk/haus1.jpg
http://home.arcor.de/arrangemonk/haus2.jpg
http://home.arcor.de/arrangemonk/haus3.jpg
3 houses for "monhore" a sort of economy simulation and rpg
these are 3 houses for the european village...
pleas helpme to make them better, if there is anything to crit about it *G*
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SneakyBiscuit
03-12-2005, 10:48 AM
Hey post some of your texture maps.
Overall what I would suggest is more variety. Try some other types of woods in different areas.
The light brown texture in between the wood is too non specific. I can not tell exactly what it is. It looks like it could be dirty paper, ceramic, or old cheese. More reference from life might help.
The roof just looks like a solid blue color. Look into shingles or other types of roofing.
When adding dirt/grime, try to think about how it woud get there. It just seems like you are adding general dirt all over the place. Underneath the roof could be more dirty. As well as underneath the windows or in the corners where the wood is perpendicular to eachother. Maybe soem grime/moss is growing up the rock foundation from the ground.
Also the textures look a bit saturated for my taste. Desaturating a bit could make it look more realistic, but then again it goes to what type of style/age you are going for.
Also, your mapping in the first image looks as though it needs to be fixed. The textures are tilted and angled.
Its coming along nicely.
Have fun
arrangemonk
03-12-2005, 01:10 PM
textures are 256x256
most parts is done with the sponge-filter and custom brushes
its for a medieval game wich should look like gothic
so i made "fachwerk" houses
edit: changed roof texture and made a new house: the "townhall"
http://home.arcor.de/arrangemonk/rathaus.jpg
Zerafian
03-12-2005, 05:30 PM
The top and last house look qiute nice, The 2nd likes stretched, I think its the way you have the top of the geometry pulled. Just personal opinion, maybe you should scale it in a little bit, it jsut may be the angle its at.THe roof seems to have a harsh transition from roof to house. The colors of teh hosue seem a little monotone, a lot of browns, maybe a few spots of saturation may give it a good mix.
Other than that I do like them.
theabyss
03-12-2005, 06:39 PM
na...wenn das nicht der anton ist?
Good Stuff!
Still havent figured out that unwrap thingy...
:o)
Greetz
-=TheAbyss=-
arrangemonk
03-12-2005, 10:27 PM
i dont want to give it more saturation, it looks more saturatied ingame
(shot)
http://home.arcor.de/arrangemonk/ingame.jpg
ok, it doesnt really i think i have to do it... with the lightmaps ingame
http://home.arcor.de/arrangemonk/haus4.jpg
http://home.arcor.de/arrangemonk/kirche.jpg
i thing im going to finish the village soon^^
arrangemonk
03-14-2005, 08:38 PM
http://home.arcor.de/arrangemonk/monhore/wirtshaus.jpg
i made the "wirtshaus"(inn)
its not distorted yet but i think i will distort it too
AdamAtomic
03-14-2005, 09:12 PM
the stone around the bottom of the houses looks very unnatural. I would also add some detailing to the door, and maybe some other color (green, red, blue?) to the window shutters too.
mustra
03-15-2005, 09:03 AM
i think your game will all look the same.
arrangemonk
03-15-2005, 05:44 PM
the lighmap makes the colors...
but now im modeling and skinning the basics of the houses
here is a render of the house with light but withoup additional color:
http://home.arcor.de/arrangemonk/wirtshaus2.jpg
edit: awww now i understand u meant the roof colors, not dirt like colors on the walls^^
http://home.arcor.de/arrangemonk/colors.jpg
but i think yellow looks gay
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