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Vertex Groover
01-04-2007, 01:57 PM
Hi There!
Just a small project to beef up my portfolio a little. A back alley behind some shops. This was based on some photos i took when i was in Lemmington Spa.

The model was done in Max and I set myself a target of under 3000 tris (2926 so far). No texture is bigger than 128x128 (bar 2 which are 256x256). The project took around 20 hours.


I'm not entirely sure its complete yet, something seems missing on the ground and on the roof.

Comments, Crits and Suggestions are more than welcome!

Thanks for looking!

http://i90.photobucket.com/albums/k245/Kirkley82/27.jpg

http://i90.photobucket.com/albums/k245/Kirkley82/26.jpg

http://i90.photobucket.com/albums/k245/Kirkley82/29-1.jpg

http://i90.photobucket.com/albums/k245/Kirkley82/W1-1.jpg

simps
01-04-2007, 02:29 PM
That's starting to look really good. For the roof top you could add satellite dish, or some exhaust vents, TV antennas. Just some ideas.

Flewda
01-04-2007, 02:52 PM
A satalite seems to "ritzy" for a run down place like that. :)

VERY nice work though! You have pretty much PS2/XBOX limitations, with (Almost) next gen results. I say almost because there doesn't appear to be any shaders (normal/spec, etc.) on it. But those are some impressive results with what you are working with. About how many individual textures did you use in this case then?

As for the ground, try adding some more litter, some weeds growing out where the building meets the ground, maybe some cracks on the ground (with even weeds growing out of that). Make it feel like no one really ever goes back there anymore.

Josh

urgaffel
01-04-2007, 03:43 PM
You could add dumpsters, garbage bags etc too. One thing that stands out to me is that your grime running downwards on the ventilation thing and where the roof meets the wall looks very painted. You could try to spice them up a bit so they look a bit sharper. You could also add more dirt using decals to the edges of the building and in dirt in general (not sure if you're using decals or not). One last thing I'd ask is that you post a screenshot or two in addition to your renders since the skylight can be a bit misleading :)

ArchangelTalon
01-04-2007, 04:13 PM
This looks great, you've got a lot of nice details captured and the colours seem spot on.

I have to agree with Urgaffel that the water damage on the ventilation shaft and up on the top right of the building is very blotchy and painted compared to the rest of the textures.

For extra stuff out the back... some bins, a stray trolley, bags of rubbish, tv aerial on the roof?

Oh aye, and kudos for the clerks avatar ;)

Vertex Groover
01-05-2007, 01:23 PM
Thanks very much for the comments guys! They've proven most helpful.

Flewda - I've used around 15 tiled textures and around 30 individual textures. Thanks for the cracks and weeds suggestion, see attached. Though it has compelled me to redo the stairs and under the fire escape!

simps - Arials and vents on their way, Thanks!

urgaffel & ArchangelTalon - I think i'll cut the grime down on the ventalation duct, cheers for pointing it out! and thanks for the ideas. Screenshot also attched for you urgaffel.:)

I'll try and get more updates on later tonight.

http://i90.photobucket.com/albums/k245/Kirkley82/32.jpg

http://i90.photobucket.com/albums/k245/Kirkley82/G1.jpg

requiem2d
01-05-2007, 10:07 PM
Looks like the photos you used for your windows have a blue color cast, might be worth correcting to make them blend in more, keep it up :)

heavyness
01-05-2007, 10:14 PM
very nice model and textures. i agree with the windows and maybe even add some polys or bump to the windows because they look flat next to everything else.

i love the textures of the metal pipes and air vents things, really nice.

Vertex Groover
01-06-2007, 05:51 PM
Quick update, Added some frontage to the roof to give it a back, some arials and a enterance hatch. Whilst typing this I don't think dirt looks right so i'll go back to that now.:sad: Re-done the ground and stairs textures and added more rubbish and weeds in places.
Thanks for the comments, I'm not sure if i'll bulk out the windows as the aim of the project is to keep it current gen and i've already gone over my 3000 tri target. (3272) well, we'll see...

requiem2d - sorry, what do you mean by 'blue color cast'? and do you mean all the windows?

More soon. Thanks for looking!

http://i90.photobucket.com/albums/k245/Kirkley82/38.jpg

http://i90.photobucket.com/albums/k245/Kirkley82/39.jpg

madmenno
01-07-2007, 02:14 AM
I think he means the windows have a blue tint all over it.

Good job on the model and textures!

urgaffel
01-07-2007, 08:31 AM
Normalmaps would add a lot to this I think and they wouldn't take too long to make with the nividia filter and some black and white versions of your textures (and some editing of course, just desaturating won't be enough :))

requiem2d
01-07-2007, 11:49 AM
A color cast is an effect which occurs by taking pictures. If you take pictures in orders you'll usually have a warmer cast (artifical light) and outside a cooler cast (overcast/blue sky) which can be corrected by taking a value which is suppose to be white (in thie case the "white" window frame is blue) and changing it to real white by adjusting the curves through PS. This will adjust everything else. Good luck :)

ChimpanG
01-07-2007, 02:58 PM
fantastic! i really like this piece, texturing looks good.
don't worry about going over the 3000 because 'current gen' is now 'next gen' cause all three consoles are out :/

Brasil
01-08-2007, 11:24 PM
Nice job. Could you please post some textures... ? Thanks in advance

Vertex Groover
01-10-2007, 03:30 PM
Another update, Thank you everyone again for your comments, they've pushed the project in a much better direction!:)



requiem2d - Adjusted the windows to get rid of the blue, (I think, colour casting is new to me!) Thank you for the help!



urgaffel - Normal maps are currently being applied, to most textures, and they are adding alot to the project, thanks!



Brasil - Textures in the next post, promise! :D



Just a quick image showing some of the normal maps, its WIP but comments are welcome, I'm relatively new to normal maps...

More by the end of the week. Thanks again for looking!

http://i90.photobucket.com/albums/k245/Kirkley82/46.jpg

Kickflipkid687
01-10-2007, 07:16 PM
That's pretty sick man, awesome job!!

urgaffel
01-11-2007, 10:16 AM
Just rendering with skylight won't show any normalmaps. You have to put a "sun" (main spotlight) in there. Or you can try showing the directx material in max viewports by checking the "DX Display of Standard Material" checkbox in the DirectX Manager rollout in the material editor.

Vertex Groover
01-11-2007, 07:38 PM
Quick update today. as Iím playing around with lighting at the mo. and its kinda learn as you go.

urgaffel - Thanks for the lighting tips, I've added an IES sunlight and after playing around with it, the results are starting to look better (see attached)

Brasil - posted a few textures for you, these are their actual sizes, 128x128, 256x256 etc...



Work so far, its still looking a bit too bright, but at least you can see the normal maps now! With the better lighting, I feel obligated to add some spec maps, spend a few more polys on the windows and add some reflection maps to them.

The way the projects shifted I might as well whack it up to a full 11. :D



Comments and suggestions are always welcome, particularly on lighting as I know very little.

Thanks for looking.


http://i90.photobucket.com/albums/k245/Kirkley82/47.jpg

http://i90.photobucket.com/albums/k245/Kirkley82/tex.jpg

Jelmer
01-11-2007, 08:01 PM
nice, looking better every time, one window still has the blue cast (upper one in last post), or is that a curtain behind it? Another thing you could try to increase the realism is using specular shaders, combined with specular maps. This works well for metal materials because they're usually quite shiny, it also brings out the details in normal maps further.

euclidius
01-12-2007, 04:48 PM
oohhh!! nice-- I like it:thumbsup:

requiem2d
01-13-2007, 12:21 AM
As promised, here is the tutorial on removing a color cast...

http://www.game-artist.net/forums/showthread.php?t=1182

Cheers :)

Woyman
01-14-2007, 01:38 AM
Nice! It's looking great! I really liked the viewport screenshot. Makes it looks more "gamey" rather than the rendered ones. :)

urgaffel
01-14-2007, 01:59 AM
It would be nice if you could show what it looks like in 3dsmax with the spotlight you use for sun and displaying the materials as DirectX shaders. Also, you don't have to use IES, I just use a regular spotlight and regular skylight (if I'm rendering).

Vertex Groover
01-17-2007, 12:11 AM
Quick update, thanks for the comments everyone!



requiem2d - thanks for the tutorial, seeing an example helped out alot!



urgaffel - Unfortunately, my PC is getting on a bit and letting my viewports view shaders drastically slows it down and usually crashes max, which is a pain because I'd like to learn and play about with shaders more. I'll give it another try and see. Thanks for all the lighting tips.





No new images at the mo as its late, I'll get some on soon, I'm really just playing around with the lighting to get the most out of my normal and specular maps.



Thanks again for looking!

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