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Rathator
08-10-2009, 01:17 PM
This is the first piece for my environment showreel - working from this photo I took when I was in Canterbury a couple of years ago.

http://www.3dtwilight.co.uk/pictures/Market.jpg

Here is what I have so far - Mostly there now, just a few areas to tidy up and finish off. Then onto texturing! Was thinking of using planes for the weathervane, and just mapping it on. As for the metal bar holding up the lightning rod, would it be perhaps a similar thing with a plane and map used to represent it, or would that actually be modelled in, or artistic licensed out?!

Any crits, comments, or advice/suggestions on routes of progession (I know texturing is next in line, but I welcome any ideas/techniques I may not have thought of!) are very welcome. :)

http://www.3dtwilight.co.uk/pictures/Market_render1.jpg

http://www.3dtwilight.co.uk/pictures/Market_wireframe1.jpg

http://www.3dtwilight.co.uk/pictures/Belltower_render.jpg

gsokol
08-10-2009, 05:45 PM
I think doing the weather vane using planes would be fine. You could go either way for the bars holding up the lightning rod, but I would model it. You could just use a 3 or 4 sided cylinder, since it will be small and at the top of the building (which presumable a person playing a game with this in it wouldn't see as closely.)

Rathator
08-11-2009, 02:28 AM
Thanks for the reply! I think I will have a go at modelling them in. It would probably be easier than trying to get good textures there, and could even still look acceptable close up, for example if used in a climbing game like Assassin’s Creed. I have grand ambitions for my little model!

Vertex Groover
08-11-2009, 12:51 PM
Seems like a very intersting building to model. :)

My only concern is some that some areas seem very high poly - What is the current poly count on the model? The top of the tower for example, seems to have alot of detail, which is great, but most of it could be put in the texture and normal maps. Likewise with the pillars at the bottom.

I'd take a look at alot of the high-poly areas and try to optimize them a bit, you'll find texturing will be alot easier that way.

Looking good so far however, keep it up!

Rathator
08-17-2009, 02:56 AM
Thanks for your reply. At the moment it's 34,466 triangles. There are a few bits I could take out to lower that, but I've also gone back and had a closer look at the tower, and optimised around the windows. I guess it will fluctuate a bit from adding in the bar to the lightning rod too.

I have noticed a few areas that I think could be done as normal maps so I will have another bash at tidying it up a bit.

What kind of count, roughly, would be a reasonable target?

I'm looking forwards to getting onto texturing and normal mapping, but I've promised myself not to try and rush on until I have the model finished well enough. I don't think I'm going to have much time to spare the next couple of weeks, but after that I hope to get back with more updates! :)

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