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skidu
02-26-2008, 11:24 AM
Hey,

Here are some screenshots of a model im currently working on, it's based upon the Santa Maria della Salute (http://en.wikipedia.org/wiki/Basilica_di_Santa_Maria_della_Salute). I plan to model a small section of the surrounding area in max then hopefully import the scene into the CryENGINE and encoprate the grand canal.

This is the high poly model, which I'm using to bake out te normal+ao maps for the low poly verison.


http://i30.tinypic.com/10yqcfb.jpg

wires (http://i32.tinypic.com/n3qdc5.jpg)

At the moment i'm trying to map everything onto a single 2048 texture, would it be more beneficial for a game engine if i used 2 x 1024 or even a few 512's?

Thanks.

Onward
02-26-2008, 04:56 PM
Very nice work, a 2048 texture would be fine for next gen games I wouldn't worry about that. The model looks clean my only suggestion would be that maybe there are few too many polys in the spherical ceiling.

Other than that good job!

tjlenz
02-26-2008, 09:08 PM
One 2048 map would end up being four 1024 maps. So if your trying to get everything to fit in one 2048 map it would be really difficult to get it in two 1024 maps or a few 512s. But if you really take your time in photoshop and do the textures well you could do the whole thing with one 1024 map, or maybe two.

m1NDfReAK
02-27-2008, 01:42 AM
Depending on what engine your putting it into, it would more than likely be more beneficial to use one 2048 as opposed to 4 1024's. One of the major reasons for this is instead of pulling from 4 textures, the engine only has to pull one.

I would use 1024's or a 2048 instead of the 512's for this piece. That is assuming you are painting original textures and arent going to be using a lot of tileables.

m1ND

skidu
03-03-2008, 02:03 PM
Here's some shots of the low poly with the normal/ao maps baked in the from high res version.

Since all the objects are separate i just quickly assembled them to check the overall form of the building ( some elements aren't correctly aligned, but i'll fix that once the textures are finished)

viewport
http://farm3.static.flickr.com/2367/2306920163_350868ac47.jpg?v=0

wires
http://farm4.static.flickr.com/3171/2307722646_1a28ddc0fa.jpg?v=0

texture
http://farm3.static.flickr.com/2350/2306920333_8f71b4796a.jpg?v=0


Onward (http://forums.cgsociety.org/member.php?u=284456) : thanks, the original set of wires was for the high poly version hence the density in the dome.

tjlenz (http://forums.cgsociety.org/member.php?u=310087) m1NDfReAK (http://forums.cgsociety.org/member.php?u=281228) : cheers, i went with a 2048 for the main body and a 512 for the dome. this also made it a lot easier to export a single model+texture then trying to combine multiple textures/channels in the cryengine.

I'll hopefully post some ingame shots up later.

JeeVz
03-04-2008, 10:03 AM
nice model

Matroskin
03-04-2008, 10:33 PM
great stuff, model looks neat and textures fit well imo.

Godd job:thumbsup:

skidu
03-05-2008, 04:31 PM
http://farm3.static.flickr.com/2338/2312013641_6f9a56f4b8_o.jpg

Imported into the cryengine.

Onward
03-05-2008, 04:47 PM
really really nice.

Did you change the model?

I didn't see the spirals on the previous shots and they are the nicest part!

skidu
03-05-2008, 05:11 PM
really really nice. Did you change the model?
I didn't see the spirals on the previous shots and they are the nicest part!

Thanks, and yep - i basically made the whole model again using the prefabs i created originally then added in some extra ones like the ledges on the roof and the 'spirals'.

They existed on the ref pictures so i figured i might as well add them on the model.

tjlenz
03-05-2008, 07:24 PM
I think you have done a good job but I would like to address a potenial issue with your unwrap. I would say first that you could have probably packed things in there a lot better than you have. The second things is I see that things are not sized proportionatly in the 0 to 1 space. I have circled the just one of the problem areas. The square area at the top of the image is huge, while the triangle part is small. The square areas take up much less space on the actual model, so why do they take up so much space in the unwrap. I would say apply a checker pattern across the whole model(it might help to change the tiling for the checker pattern), with this you can see what parts in the unwrap are not the correct size. Get the sizes of the checkers so that they are all the same size for the whole model(this will also help with streching), then put everything back into the 0 to 1 space. If you need to resize something, resize everything at the same time.

http://img220.imageshack.us/img220/8567/2306920333d2e9e2853boyj6.jpg

skidu
03-05-2008, 07:46 PM
The second things is I see that things are not sized proportionatly in the 0 to 1 space. I have circled the just one of the problem areas. The square area at the top of the image is huge, while the triangle part is small.


I see where you're coming from but the reason i designated the ornate square a large texture space was because it's being viewed at ground level. Where you would appreciate great detail whilst in game, as opposed to something high up. Also it had a normal mapped baked from a high poly version, as with the arches compared to the other assets which just used a standard crazybump pass.

Thought saying that, the double windows at the top of the model don't really follow the same logic and i guess it would be better to re-arrange that space for the pillars that are at ground level instead.

skidu
03-26-2008, 05:56 PM
Long overdue update...
http://farm4.static.flickr.com/3265/2366447150_05fc23cc1a_o.jpg
http://img124.imagevenue.com/aAfkjfp01fo1i-31355/loc1036/53989_01_122_1036lo.jpg
http://farm3.static.flickr.com/2260/2365613813_76aa835f5a_o.jpg
http://img124.imagevenue.com/aAfkjfp01fo1i-31355/loc849/53994_02_122_849lo.jpg
http://farm4.static.flickr.com/3074/2366447466_e085aeb8e6_o.jpg
http://img221.imagevenue.com/aAfkjfp01fo1i-15425/loc111/54004_03_122_111lo.jpg
Concept Art for final scene

http://farm3.static.flickr.com/2346/2366447668_31f1d9e87b_o.jpg
http://img214.imagevenue.com/aAfkjfp01fo1i-24158/loc42/54016_05_122_42lo.jpg
Rough blockworld

http://farm3.static.flickr.com/2264/2365614105_456ce630ba_o.jpg

http://img23.imagevenue.com/aAfkjfp01fo1i-14234/loc1085/54024_04_122_1085lo.jpg

psychojohno
03-27-2008, 11:05 PM
class stuff looking forward to seing this finished! Will it be available for downloand???:) Im a huge fan of the cry engine. Working on something myself and im loving the reall time occlusion!

Sastrei
03-27-2008, 11:36 PM
Wow, that concept art is nice, and the buildings and environment look top-notch.

-Stefan-

gsokol
03-28-2008, 10:10 PM
I really like the concept work. If you keep this work up you will end up with a nice looking scene.

GArriola83
03-29-2008, 12:33 AM
this looks incredibly promising. keep it up

Meatham
03-30-2008, 12:07 AM
Wow, this looks great! I love it. Keep up the good work!

Synthesizer
03-30-2008, 07:25 PM
That's quite the ambitious project you've started, I hope you can manage to finish it all :) The main thing that is bugging me at the moment is that the stone on the church is too uniform and monochrome. Adding in some hue and value changes (light white to dark yellow) would really add to it I think. The same goes with the brown building. It would help a bit to make it more interesting.

skidu
04-21-2008, 07:52 PM
Another long overdue update...

@ Synthesizer (http://forums.cgsociety.org/member.php?u=73526)
Thanks, i think that was mainly due to the lighting setup which made the textures look quite 'washed' out. I've added a spec map o the main chuch now and lit it so there's more contrast in the structure. Oh and speaking of ambitious projects, what ever happened to the 'Minas Tirith Project'? was looking around on your blog and those skylight renders looked amazing.
http://i29.tinypic.com/5535gl.jpg

kgb
04-22-2008, 12:10 AM
This looks amazing.

gsokol
04-22-2008, 06:02 PM
:drool: Fantastic work.

skidu
04-22-2008, 06:47 PM
http://i27.tinypic.com/2a8f1b8.jpg

Another small update based upon st marks square.
c/c welcome :)

skidu
04-22-2008, 09:50 PM
An another..

http://www.imageshadow.com/images/22042008g/cgsmall296227_1.jpg

JeeVz
04-22-2008, 10:02 PM
that does look really nice. Keep it up

urgaffel
04-24-2008, 10:48 AM
This is turning out really beautiful. I guess those are screenshots from within Sandbox2? Looking forward to more images and updates :)

antodonnell
04-24-2008, 08:09 PM
Nice work skidu, It does capture the feel of Venice. Its an interesting place to visit. The only thing bothering me is in the screenshots looking across the main canal the gondola/boat posts in the foreground are way too small. I feel you ll get a better senses of scale and depth by fixing this issue.

Agostinuke
04-26-2008, 09:48 AM
Awesome work on the church even if I think something is missing on top of the cupolas. I didn't check details but from memory all the rest seems really ok to me. Obviously Rialto bridge is not that close to the church. It's about 1 kilometer down the canal. I think u did a great job anyway.

One remark on the square. Definetely this one is totally different from St Mark square.
St. Mark is much much larger. At the bottom near the campanile (tower) there is the church not the buildings. The architecture of side buildings is totally different and overall it looks identical to Piazza Ferretto, that is the square of the near city of Mestre..lol well whatever :D

Stefan-Morrell
04-26-2008, 10:10 AM
this is looking really nice..it would be cool to see reflections activated for the water so they reflect the buildings & lights

mindrot
04-26-2008, 11:37 AM
This looks great. Love the last two images.

~M~

ocarian
04-30-2008, 08:43 AM
ah ! venise ! :)

very good thread skidu
excelent work

good luck for the rest

euclidius
04-30-2008, 05:12 PM
that looks great man! is that running on Crysis engine? oooopps nevermind- I backtracked your thread-- I was just in a hurry to reply something back to your work- cause it looks awesome :]

Digitalwerk
05-01-2008, 01:48 AM
Really nice archtiecture enviroment - how deep you want to go into detail?

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