View Full Version : First low poly.. just Buildings
11-09-2007, 06:52 AM
Just Posting some stuff Im working on.
Im modeling some buildings for www.SimSlice.com (http://www.SimSlice.com) there remaking slice city for the sims 2.
I have already modeled out a few basic buildings now Im tring to lurn the limits of the sim2 engine cause Im not really sure what thoughs limits are.
Ill post the basic buildings in a bit.
Here is a higher quality building I have been working on..
CC is most deffinetly needed since this is my first real shot at atempting lowpoly modeling
I was in Architecture school for 5 year so, mostly modeled quick and sumwhat wire wise ugly,and then praying that your renders come out 10 hours before crit not sleeping staring at your computer to make sure you dont waist a moment in fear of not finishing.:scream:
All b/c you design to the last minute...
Any way now Im rambling off hope you like..:thumbsup:
11-09-2007, 12:24 PM
HI ! HughieDMI see one mistake on your model :)
your trees are on the Concrete ?
a Think you can use some Plane on the tree base to make something Like This :thumbsup:
11-09-2007, 12:37 PM
Looks nice- you definitely don't need all those polys though, and because the texture is so basic I bet you could get all of it into a single 512 or 1024 if you laid out your UV maps efficiently, which I'm guessing could use some tweaking.
11-09-2007, 02:50 PM
To save triangles you could perhaps use multiple tilable textures, instead of overlapping UVs.
11-09-2007, 10:16 PM
Thanx for all the ideas and critz
Im still tring to figurout the best way to texture a building. I would like them to be detailed enuf to look real but because these buildings will be on the lawn of a sims home im not sure what might be too much detail? I also was wondering if overlaping UVs is a bad thing and or should I use a single texture for the whole model to brake the model up and use less polies and tile the peaces of the building?
Other than thoughs questions any comments on optomizing/improving the model UVs, or texture are more then welcome.
11-12-2007, 04:40 PM
Pretty cool stuff. How did you set up the reflections in the window like that. I'm kinda of new to this. Did you use the blinn shader and assign a sky texture for the reflection?
11-12-2007, 05:37 PM
At first it looked totally wrong... But for a game like sims you probably dont need LOD's, so I guess you could get away with the way you did things...? You would be able to get that same model in 350-400 tris if you use texture tiling.
It looks like you have ray tracing on w/reflections and shadows so its hard to give you c&c on the textures.
11-12-2007, 08:26 PM
thanx hansedr : I used mental ray to render them with Final Gather and ray traced shadows so its not really realtime or a reflection map I really just wanted to make it look nice
Auctane: what do you mean by texture tiling? Im new to the low poly world Im just tring to lurn. Isnt it smarter to have a single texture on a relitivly low poly model then a very low poly model with multiple textures?
Im also wondering how I can get some realtime stuff out of maya, or see the stuff in realtime in maya? cause I really want to work with the textures and work in realtime and not just wait for a rendering to come out.
thanx for all the help
11-12-2007, 09:41 PM
Tiling textures is where you stretch your UV out past the 1x1 space. DooFi's pic sort of shows it. Really the only thing you are saving in the way you did it is texture calls from the engine. If you did have LOD's to deal with - the way you have done it here - you would not be able to use mip maps and you need separate textures anyway.
I'm working on a monotonous project right now and want a bit of a break, so if you want/don't mind I'm going to put something similar to what you have here together and send it to you for you to check out. I learned a lot from dissecting something someone sent me like this.
For real time stuff you should be texturing while your viewing it in the final render (in game) since 3D view ports don't look like how the game engine will render it. However to get a general idea on stuff like this just using the view port in your app is easier at first.
11-12-2007, 10:34 PM
Auctane: Does a mip map have to be square?
and that would be awsome I would love some work to look at and dissect
Im useing maya how do I get bumps, normals, specs and verious of texture related things to show up in viewport? (I should ask this on the maya forum but I figured I would ask any way)
thanx for the input and info
11-16-2007, 08:06 PM
Here is a new building I have been working on.
I wanted it to have more of a art deco feel and Im not sure about the color I think I might go more stainless steel but im not sure.
I did want the bio shock per fallout 1940s 50s look but I think I want it to be more grey.
Plus I still am not sure if Im texturing or modeling correctly...
any imput into how I should or should not be working would be great
any way here it is hope you like :scream:
11-19-2007, 12:19 PM
really nice work on those models man, but at the moment they are way too high poly for use in a game engine. unless you`re going to have curved/bent areas, you don`t need all those polygons. on a straight surface, they have no function unless you`re going to bend the structures etc.
here`s a pic to show what i mean:
Keep it up man! i really like your designs! =)
11-19-2007, 12:42 PM
Cool stuff, but I think you should have a separate texture for the trees because you have a big opacity map with a lot of lost space.
11-19-2007, 01:18 PM
Really cool stuff man. Keep it up. Love the Art Deco feel to it.
Brokenpoly, just a quick question. How would you texture the main building area were the faces were removed? Wouldn't that have a really stretched texture if you mapped it or would you just repeat it in a engine?
11-19-2007, 04:21 PM
Brokenpoly, just a quick question. How would you texture the main building area were the faces were removed? Wouldn't that have a really stretched texture if you mapped it or would you just repeat it in a engine?You'd want to tile the textures on these buildings. All you'd need was a separate UV set for each face that would have a different texture and then, as was shown in DooFi's example above, you'd just make the mapped polygons larger than the UV space so the texture repeated. This way, you could do the first building in (likely) less than 500 triangles while having the same texture resolution. The same could be done with the building in brokenpoly's example.
11-19-2007, 04:21 PM
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