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revelli
09-26-2006, 07:11 PM
this is my firt building ever:)
i created texture in 512x512 res
http://i57.photobucket.com/albums/g211/revelli/build_01.jpg

TychoCelchuuu
09-26-2006, 08:04 PM
The windows/door need work: black doesn't really fit. A sort of bluish gray is what lots of people end up going with. A specular map can also help; if the windows are shiny it helps sell them.

Otherwise, it looks pretty good, especially for being so simple.

Gamedev
09-26-2006, 08:27 PM
I would say start thinking about cracks, pips, more rust stains, cooling units on top of the building and working over the windows as mentioned. Keep in mind you can use decals / alpha cards just above to surface to add a lot of those details to break up the tiling bricks.

revelli
09-26-2006, 09:48 PM
thanks, i forgot to mention, that i have done also spec. map for windows, so thats why they are black:)

as you can see on atatched image, i have used tiling, so any cracks will be looking weird, cause, they will be tailed...

http://i57.photobucket.com/albums/g211/revelli/Clipboard02.jpg

i have big problems finding good references, i typed on google factory building, or idustrial building, but i was not able to find more than 20 good images
is there any other words with good results?:)

dizzyone
09-26-2006, 09:58 PM
I usually add an extra word to it, like -abandoned- factory, and add -gallery- to the end.
this is what I found and hope it helps :)
http://www.pbase.com/jakobe/root

pruvaloo
09-26-2006, 10:53 PM
as you can see on atatched image, i have used tiling, so any cracks will be looking weird, cause, they will be tailed...

Yup painting any cracks onto your texture would make it tile the cracks and would look weird, but you could do as Gamedev suggested and use decals to add cracks (create a plane, give the plane a texture of the crack, apply an alpha map to plane so only the crack is visible, place plane near the surface of the actual building)

That way, you can keep your original tiling texture, but also add in unique details, such as those Gamedev mentions :)

As for reference, I don't know if this gives any good results but you could try looking up 'warehouse building' or 'storage building'

psychojohno
09-27-2006, 08:06 AM
The dirt around the bottom and up the posts looks tiled. Create a separate texture for the bottom which tiles horizontally and make the top texture tile in all directions. It needs more features but a border of some sort around the base of the building this will make it look more interesting and also stop it looking odd when the bricks meet the floor.

I would make the window separately and extrude them in or out a bit you have plenty of polys to work with! Use glass at the front and then add objects behind the window for example a plane with a curtain texture on it. Or just create box behind the window with a texture on and you could put a light in it.


I would also make the separate and extrude it a bit and the door needs to go in a lot more! Also whatís the black thing on the left side? If it is another window this needs to be modelled for sure if itís for a game where you will get close to the window.

revelli
09-27-2006, 09:34 AM
BIG thanks dizzyone for this huge gallery of buildings, now i have ideas for more than 8 buildings:)
and pruvaloo and psychojohno: thanks guys, i didnt know those methods of creating cracks etc., i will start using them on my next building
here its:
http://i57.photobucket.com/albums/g211/revelli/build02.jpg
262 faces

dudethedreamer
09-27-2006, 09:53 AM
making envoirment is like programming to me, i tried it once and realise i know nothing about envoirment, how they are formed technicaly, its scary but im very good with organic stuff

revelli
10-02-2006, 10:44 AM
i have done texture for this:
http://i57.photobucket.com/albums/g211/revelli/build02_02.jpg
http://i57.photobucket.com/albums/g211/revelli/build02_03.jpg

thrawn83
10-02-2006, 10:51 AM
It looks really cool, much better than the first one! Maybe you could add some more details to the geometry to loosen up the blocky silhouette. For example drainpipes and fuse boxes...

pruvaloo
10-02-2006, 10:13 PM
Agreed, it's a great improvement! Love the peeling pant texture and the smashed windows, looks like no one has been in that building for many years.

psychojohno
10-04-2006, 08:20 AM
I like the textures they are a lot better but to me the model looks awkward. I think the fence on the top is too tall. And then there is the shape. Im no archetect but to me it looks very precarious like the bottom of the building couldnt support the top :shrug: i would maybe have gone with some sort of scaffolding / girders underneath the top going down to the ground. Then there is the rectangular building on the bottom which doesnt really look like a part of the main building to me. Maybe you could make the base of the main building the same width as the rectangular building. But its up to you

Keep up the good work

revelli
12-06-2006, 09:48 PM
i found some time to work on buildings

i choosed this bridge

http://i57.photobucket.com/albums/g211/revelli/bridge.jpg

tofugorilla
12-06-2006, 11:13 PM
If these are for a game a lit viewport is probably a more accurate representation.
But if it's for a portfolio, render away!!! :)

-T

revelli
12-12-2006, 02:46 PM
tofugorilla: yep, you have right:)

i started to do another building
this time i downloaded the model from www.max-realms.com
i optimized it lil bit and here is my actuall progress on it

http://i57.photobucket.com/albums/g211/revelli/destrbuilding_01.jpg
http://i57.photobucket.com/albums/g211/revelli/destrbuilding_01_persprender_01.jpg
http://i57.photobucket.com/albums/g211/revelli/destrbuilding_01_persprender_02.jpg

revelli
12-14-2006, 08:28 PM
im at the end of this building
i hope that someone will like it
http://i57.photobucket.com/albums/g211/revelli/destrbuilding_02.jpg

requiem2d
12-14-2006, 10:52 PM
Nice progress there, texturing is coming along nicely now :)

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