View Full Version : Fable II inspired house
John-Bellamy 01-09-2010, 03:57 PM Hi all, this is based off some official Fable II concept art that i came across on the net. The art however only shows the front of the shop and so the rest of the model has come from my own imagination. It's about 98% done on the modelling front before i get stuck in unwrapping! I'd like to know if theres any obvious areas where i could optimize the polycount. So far the specs are Polys: 3,088 Tris: 5,924. Thanks.
http://i272.photobucket.com/albums/jj180/johnnyboy2008_2008/shop.jpg
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PredatorGSR
01-09-2010, 07:50 PM
I like it. Simple, but well done. The only thing I notice is that you seem to have modeled the half circle basement grate into the wall. I'm not sure why you did that, since everything else seems to be modeled correctly, but you could save a couple polys by making it a separate piece that just sticks into the wall.
John-Bellamy
01-09-2010, 08:55 PM
Thanks for the comment, i do agree with what you say about the cellar grate. Not really sure what i was thinking when i did it either lol. I shall rectify that on the next update. Nice to know everything else looks modelled correctly as this is the centre piece for my showreel to get into the games industry so good to know i'm on the right track.
bcairns
01-10-2010, 03:37 AM
Also looks like you could do the same thing with the circular detail on the door. It looks like it's modeled into the door right now. The bevel on the top of the chimney is nice, but probably not necessary if you're looking for somewhere to reduce the polycount. Also, you could remove some segments from the supports for the porch area. I love the Fable 2 style, and this model fits right in, I like it a lot! Good luck with the job search!
:thumbsup:
P1xelated
01-10-2010, 04:46 AM
I don't have any insight about how to reduce your polly count, sorry about that, but I just have to comment on how much I love this model. I think it looks amazing, good luck in your reel and in finding a job!
John-Bellamy
01-10-2010, 05:28 PM
Small update with the changes suggested made to the door and the cellar grate. Been starting to think about the whole unwrapping and texturing process. I'm thinking of breaking up the UV's into 3 texture maps. Is there a limit to the number of maps that shud be used when texturing an asset such as this or is it a case of the less the better? Thanks
http://i272.photobucket.com/albums/jj180/johnnyboy2008_2008/shop2.jpg
bcairns
01-12-2010, 04:02 AM
You should usually try to use as few textures as possible and still have it look good resolution/detail-wise. I don't know if there's an actual limit for number of texture maps, probably depends on the engine/hardware, but for something like this I would probably split it into 2 or 3 different textures. So yeah, I think you're on the right track. I can't wait to see this textured, I think it's gonna be great :D
-Brian
John-Bellamy
01-21-2010, 11:50 PM
This is a test i did a few days ago to see if i could put together a convincing enough texture from scratch (personally never attempted it before but really enjoyed the process). The texture as u see it here comprises of a diffuse/normal/spec maps. Looking at this i think i'm goning to try and texture the whole house from scratch. Just in the process of unwrapping after another week of tweaking the model here n there. Btw i realise theres a seam on the texture at the moment, this is just some colour mismatch in the diffuse map, soon to be fixed. Any crits very welcome. Cheers.
http://i272.photobucket.com/albums/jj180/johnnyboy2008_2008/brick_texturetest.jpg
Psionic Design
01-22-2010, 07:41 AM
Very cool model, very efficient!! Texture looks good too, looking forward to seeing some more updates!
bcairns
01-22-2010, 07:18 PM
Texture looks pretty good, only thing I would say is, the house is so cool and stylized, I'd try to work more of that style into the texturing too, even if it's just bricks. :)
John-Bellamy
01-22-2010, 07:46 PM
Thanks for the comment Psionic. Bcairns i see your point, i did apply this very quickly to a lower part of the house and it looked ok. Though its hard to say what it would look like without all the other textures on there. I want to experiment a handful of different styles once i've finished unwrapping this.
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