View Full Version : Coffee Shop / Building
Vertex Groover 08-16-2009, 06:04 PM Hey all, Its been one of those lazy Sundays so I've spent the last few hours building an interesting building I saw in Amsterdam.
Its currently weighing in at 6350 Tris, which is a bit too much for my liking. I plan to optimize the window frames and possibly change the lettering on the side.
I'm also tempted to model a low poly interior to give the building a little more depth.
Anyway, crits and comments are welcome.
cheers for looking!
http://i90.photobucket.com/albums/k245/Kirkley82/6-2.jpg
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madmenno
08-16-2009, 06:43 PM
One of the rare coffeeshops in Amsterdam where you can only get coffee :D. I just walked past that building. Good start and yes it's a nice building.
urgaffel
08-16-2009, 06:44 PM
Nice model, you could easily optimize the upper storey windows and keep the detail at the bottom.
JeeVz
08-16-2009, 07:47 PM
looking good so far vertex. Yea you deffinetely can optamize the top as in game you would not be able to notice that detail so high. cant w8 to see an update. Maybe add to the building such as alarms, lights etc to give a bit more interest.
eldee
08-17-2009, 08:06 AM
There's also no real reason to have the top floor window areas actually physically connected to the roof mesh. You could just detach them and just crash them through the roof and nobody would be the wiser- saving yourself all of that connection geometry.
urgaffel
08-17-2009, 08:16 AM
There's also no real reason to have the top floor window areas actually physically connected to the roof mesh. You could just detach them and just crash them through the roof and nobody would be the wiser- saving yourself all of that connection geometry.
True, but if you want to bake in vertex based ambient occlusion it would be handy. Still, unless you can get high up you'll never see it :)
Vertex Groover
08-17-2009, 08:12 PM
Cheers for the comments guys, Building has been optimized to a healthier 4900. Windows and the roof got the most of it. The lettering has also been optimized more and lowered a little and merged into the wall to save polys.
Good tip eldee for just crashing the roof windows, but I'm aiming to keep the build consistent throughout the model. I'm assuming the player could climb, fly around, jump over, etc. the building. - Think crackdown or GTA.
And with urgaffel's suggestion - yes, I'm going for some form of Ambient occlusion bake, so they'll come in handy for now :)
Good advice JeeVz, the details will come when I knock up the interior - alot of the other details will follow in the normal map :)
Oh, and glad you like it madmenno, although I do envy you for living in such an awesome city :D
Anyways, here's the optimized version for tonight.
cheers again for looking!
http://i90.photobucket.com/albums/k245/Kirkley82/9.jpg
eldee
08-18-2009, 02:57 AM
True, but if you want to bake in vertex based ambient occlusion it would be handy. Still, unless you can get high up you'll never see it :)
This is true, but that's what the high poly is for! :)
BTW, saw your portfolio site- awesome work! good to see a fellow VFS'er out there making beautiful works ;)
Vertex Groover
08-18-2009, 10:24 PM
Quick update - added coffee shop interior. The assets have bumped the count up to 7500. Texturing tommorrow... maybe.
http://i90.photobucket.com/albums/k245/Kirkley82/13.jpg
urgaffel
08-19-2009, 07:42 PM
This is true, but that's what the high poly is for! :)
BTW, saw your portfolio site- awesome work! good to see a fellow VFS'er out there making beautiful works ;)
Thanks! Only spent one month at vfs but it was one of the most awesome months I've had in my life :D Regarding ao bake, depends on wether he'll use a custom texture for the roof or a tiling one. If it's tiling, vertex ao is where it's at. If not, you could easily save the polys and use a baked ao instead. However, for most free-roaming type games you'd use tiling textures A LOT instead of custom ones so vertex ao wins in most cases :sad:
Vertex, looking good. Will be nice to see some texturing tomorrow... maybe?
Vertex Groover
09-05-2009, 07:50 PM
Finally managed to shake off some overtime and a bank holiday weekend to get back to this...
UV'd and AO baked the building. I'm now cracking on with the diffuse texture. Managed to get most of the roof done today.
Crits and comments always welcome. (A translation of the text would satisfy my curiosity as well!)
More tommorrow, Its good to get back to the flow of things :D
http://i90.photobucket.com/albums/k245/Kirkley82/14.jpg
Koen86
09-05-2009, 09:30 PM
Crits and comments always welcome. (A translation of the text would satisfy my curiosity as well
More tommorrow, Its good to get back to the flow of things :D
http://i90.photobucket.com/albums/k245/Kirkley82/14.jpg
He Man, cool ur making a traditional coffeeshop in Amsterdam. Never seen it tho.
Even though i'm going to help you translate it and get an error out of your texture. I'm pretty sure the text on the building says ReisBureau der StaatsSpoorwegen. It means Traveling agency of NationalRailways. Bureau is a French word,it mean Desk,and we adopted it from the french somewhere in our history.
hope i helped a bit. Goodluck with your project.
Cheers
Vertex Groover
09-05-2009, 10:25 PM
He Man, cool ur making a traditional coffeeshop in Amsterdam. Never seen it tho.
Even though i'm going to help you translate it and get an error out of your texture. I'm pretty sure the text on the building says ReisBureau der StaatsSpoorwegen. It means Traveling agency of NationalRailways. Bureau is a French word,it mean Desk,and we adopted it from the french somewhere in our history.
hope i helped a bit. Goodluck with your project.
Cheers
That's really good to know! Thanks a lot! I'll correct the spelling error tomorrow :) The coffee shop is in the national monument square. I think it's opposite the palace and next to a cathedral.
Thanks again for the translation. :)
Vertex Groover
09-06-2009, 05:23 PM
Managed to get the top half textured today. I'm gonna spend the evening playing with normal maps and possibly changing the curtain textures...
http://i90.photobucket.com/albums/k245/Kirkley82/16-1.jpg
urgaffel
09-06-2009, 07:53 PM
That's looking really good. Two things, keep an eye on the size of the bricks, not sure but they look like they could be a bit on the small side. Second, the square patterned bits between the windows look like they have a slight gradient applied to them making them look like they are lit from below. Other than that, good stuff.
Vertex Groover
09-13-2009, 10:53 AM
Quick update on the front. Cheers for the advice urgaffel, I've double checked the bricks, they're the right size compared to the photo i'm using, But I've not decided if they look too noisy or not yet. Guess i could always reduce them if need be...
Onto the interior now. Hopefully it won't take too long as I'm pretty much working with guess work now... (should of gone in and took more photos!)
Crits and comments always welcome.
http://i90.photobucket.com/albums/k245/Kirkley82/24.jpg
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