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Digitalwerk
11-20-2005, 11:32 AM
Its a personal practice - i build a couple of buildings, props and random characters. I start with this building, its little bit confusing, but i hope its ok. Some of the parts on this building have normal maps, not all. But i try to build more highpolyrefs for genereting normal maps.

http://www.digitalwerk.rising-revenge.net/picc/detail03.jpg

http://www.digitalwerk.rising-revenge.net/picc/detail02.jpg


http://www.digitalwerk.rising-revenge.net/picc/detail01.jpg

ChimpanG
11-20-2005, 12:56 PM
i like it! nice style although your specular and normal maps could have been done better, overall its good.

Johny
11-20-2005, 01:59 PM
i like the idea, but we can clearlky see some inconsistent lightning on the overall building, there are very blurry extures and when u painted them u didnt seem to fake a lightsource on them , cause it makes them fill gobby with and without lightning.
And u might want to work out on the lightning , cause i cant see the normal maps or specular.

i hope u fix it ;)

PhilOsirus
11-20-2005, 07:31 PM
Cool design but I think you painted the lighting in the diffuse map when you should leave that to the normal map.

TheRedemption
11-21-2005, 12:46 AM
looks good, did you use the greeble plugin? just curious

Digitalwerk
11-22-2005, 12:53 PM
here are some highpoly plates for calculate normal maps.

Wayne Adams
11-22-2005, 01:12 PM
Very nice. Has a high res jak and daxter quality to it. like a blend between it and blade runner. you should definatly do some more.

Digitalwerk
11-23-2005, 12:28 PM
ok the light isnt perfect and the normal maps in the render, too. But its not the final lightsetup, and in rediosity rendering, the normalmap and spec are gone. The only wy to see the right render is to put this mesh in a game engine. But this mesh is build for the upcoming engines like UE3 or Cryengine 2.
So i have to wait a little bit.

Digitalwerk
12-12-2005, 12:57 PM
So, here is a early preview of the second builing. I work on the texture now. What you see is the basic texture, for modelling some details. I hope i get this house finish before christmas.

http://http://www.digitalwerk.rising-revenge.net/picc/2-1.jpg

RO
12-12-2005, 01:10 PM
looking cool. Thos look like NY buildings.

Might want to make the brick texture easier to see. I mean give the bricks more depth so you see them from far away also.

fsguodong
12-12-2005, 01:25 PM
but....I think it is a little bit too dirty......of the wall....

SHEPEIRO
12-12-2005, 01:51 PM
yeah i like the designs, but as people say the rendered lighting is too strong, use it as a layer at about 50% op this should give you the right results

powerACE
12-12-2005, 02:36 PM
they are quite nice hope to see a full street :thumbsup:

Digitalwerk
12-20-2005, 12:30 PM
a update of the second building

Digitalwerk
01-06-2006, 01:51 PM
in the coming days i post a updat with a bunch of probs, and a chang on the second building. The sciFi stuff looks like shit.

obelisk
01-07-2006, 08:53 AM
The sciFi stuff looks like shit.

I wouldn't say that, but it's not a patch on the second building. That looks great!

Keep it coming

Cheers

-O

Digitalwerk
01-10-2006, 08:43 AM
here are the renders :D

http://www.digitalwerk.rising-revenge.net/picc/1-1.jpg
http://www.digitalwerk.rising-revenge.net/picc/1-2.jpg
http://www.digitalwerk.rising-revenge.net/picc/1-3.jpg
http://www.digitalwerk.rising-revenge.net/picc/1-4.jpg
http://www.digitalwerk.rising-revenge.net/picc/1-5.jpg
http://www.digitalwerk.rising-revenge.net/picc/1-6.jpg

obelisk
01-10-2006, 10:10 AM
this is looking really great. well done HA. You've managed to combine the two buildings quite naturally. the texturing overally is really tight. can we have some sheet sizes and general stats? there are a couple of really obvious seams in the brickwork (by the top step at the fronty door, and in the top section of the right hand side of the bulding), and the bricks seem a bit larger than any i remember seeing, but the overall effect is really solid.

keep it coming

cheers,

-O

Digitalwerk
02-07-2006, 10:49 AM
one of the first character for this scene - im working on the body and hair. But here u see the haed, with normalmap and texture.

http://www.digitalwerk.rising-revenge.net/picc/head.jpg

Peddy
02-07-2006, 10:56 AM
maybe some more dramatic lighting would show it better, but the normal maps dont appear to be doing much at all :sad:

retardedmonkey
02-07-2006, 06:56 PM
:o That low poly building is just awomse! I really like the lighting...just something about the whole scene makes it very believable. I agree about the normal map, doesnt seem to be doing much there.

Digitalwerk
02-22-2006, 01:11 PM
All the normalmaps are in Whitebox status, if i have the time i madel or paint normalmaps for some textures (bricks, metalsheets). Otherwise, i post a new building in the next few days and i spend some time on the Highpolybody of the first char in this scene. Maybe a friend of mine helps me a little bit, its a complex project with alot to do in there. But when its finish, i will be a very practice.:D

carakong
02-25-2006, 03:29 PM
looks amazing, very inspiring!

euclidius
02-25-2006, 07:57 PM
huh! I like your style man, suprised you don't even have a single star next to your thread but good job man! hopefully you'll get them stars :thumbsup:

2019
02-26-2006, 12:10 AM
Add some neon decoration to the scene and you got your self a Blade Runner style street. :cool:

Digitalwerk
03-02-2006, 09:05 AM
Here we have the 3. building - polycount is 5338 with 14 textures. I put some wireframe renders and max screenshot in it.

http://www.digitalwerk.rising-revenge.net/picc/1-7.jpg

http://www.digitalwerk.rising-revenge.net/picc/1-8.jpg

http://www.digitalwerk.rising-revenge.net/picc/1-9.jpg

feedbaz
03-02-2006, 12:03 PM
Looking very nice. I like the level of detail in your buildings.

Sqweebo
03-03-2006, 11:09 AM
I think it needs alot of work.For starters

1. You need good uvw mapping,alof of the bricks seem stretched,bricks which round corners and a few places where you put the wrong texture channel so a texture which doesnt belong has been applied to certain areas.

2. Your seen requires alot of weather many of the parts,like the concrete area on the stairs above the bricks look too clean,wheres the rain damage or weathering or dirt from people ho pass by and place their hands on the stair rail?

3. Alot of the textures need need a look of construction,like metal parts of the roof,how where they built? Bolts? Nails?

4. lots of visible tileing as well.

FreakyDude
03-03-2006, 09:12 PM
I haven't checked the wires or anything, I've looked just at the mood.
I like it, it reminds me of some old square rpg's where you had these urban areas. like terranigma, or final fantasy 3, or secret of evermore. And in a much lesser way, ff7.
If this was your aim, you're doing a good job, if it wasn't ehm..... nevermind :P

Digitalwerk
03-04-2006, 01:17 PM
I think it needs alot of work.For starters

1. You need good uvw mapping,alof of the bricks seem stretched,bricks which round corners and a few places where you put the wrong texture channel so a texture which doesnt belong has been applied to certain areas.

2. Your seen requires alot of weather many of the parts,like the concrete area on the stairs above the bricks look too clean,wheres the rain damage or weathering or dirt from people ho pass by and place their hands on the stair rail?

3. Alot of the textures need need a look of construction,like metal parts of the roof,how where they built? Bolts? Nails?

4. lots of visible tileing as well.

Thanks Sqweebo for the tipps.

1. The brick texture isnt streched. I post next time a texture image with all the used textures. And yeah some areas has the wrong channel, i saw it after the rendering.

2. good point, i will attach a dirt decal on it.

3. the roof texture isnt so detailed because, u dont see it when you are walking on the street. So why needs this a detailed work?

4. The tilling will be erased when i start with the polishing.:D

Oink
03-04-2006, 01:40 PM
I only have one thing to say.... WORK FASTER!

I want to see more. Whenever i click this thread i hope theres an update... but alas :(

Piggie wants more... more more.



In case you havent understood yet. I love it. Only thing id like to see more of is neon llights but it might not be that kind of world ;)

Digitalwerk
03-04-2006, 01:51 PM
I only have one thing to say.... WORK FASTER!

I want to see more. Whenever i click this thread i hope theres an update... but alas :(

Piggie wants more... more more.



In case you havent understood yet. I love it. Only thing id like to see more of is neon llights but it might not be that kind of world ;)

Thank you...

The reason why im so slowly is - im working most of my time on a blockbuster game. And after work i have only 2 or 3 hours for doing privat stuff. But i hope i work faster in the next weeks.:)

Digitalwerk
05-06-2006, 01:11 AM
After a long time a new building for my lowpoly scene. Its not finish, alot of work on the big factory hall. But here a little preview of the progress and one o the reference pictures.

http://www.digitalwerk.rising-revenge.net/picc/warehouse1.jpg
http://www.digitalwerk.rising-revenge.net/picc/warehouse2.jpg
http://www.digitalwerk.rising-revenge.net/picc/warehouse3.jpg

Striff
05-06-2006, 05:34 AM
Hey man, that is looking extremly nice, what type of lighting setup did ya use?

mindrot
05-06-2006, 08:49 PM
Loving the hotel :thumbsup:

finchy
05-07-2006, 01:20 AM
looking good! I love big projects like this. keep it up!

Digitalwerk
05-13-2006, 02:41 AM
Here another building.
Want to make a scifi building before i continue with the factory.

http://www.digitalwerk.rising-revenge.net/picc/nyh_e2.jpg



http://www.digitalwerk.rising-revenge.net/picc/nyh_e3.jpg

jayceel
05-13-2006, 12:47 PM
I do not think the paneling textures on your first Sci-fi buildings fit the buildings and it makes them look a bit unrealistic. Your hotel textures are better (the picture with darker lighting looks great) Overall from the start of the thread to the end I see an improvement, keep it up. I think more realistic texturing is where you need to focus and improve, your modeling is fine.

Digitalwerk
05-14-2006, 02:34 AM
A small little beauty render of the last building. Not perfect, but im working on it!

http://www.digitalwerk.rising-revenge.net/picc/nyh_e4.jpg

Digitalwerk
05-25-2006, 11:29 PM
A updated render of the storage part of this scene.

Tis is the final mesh of this building - now i twiek the materials and shaders for it and build some props to fill this scene with more stuff.

http://www.digitalwerk.rising-revenge.net/picc/1-5.jpg

yeluis
05-26-2006, 12:57 AM
i forgot this thread existed. its all looking nice. id like to see morew how its all going to tie in together though

Gamedev
05-26-2006, 01:11 AM
HausArafna,

on the last shot you just added, what is your lighting and rendering setup like?
In max / maya screenshot?

-Tyler

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