View Full Version : Honeysuckle hotel and props

06 June 2004, 06:32 PM
Hi all....

Time for some new posts. Crits welcome as usual

Here is the Honeysuckle hotel/stripclub.

It's a deserted strip club and hotel, which will form part of my zombie aimation project featuring Ashley ( . It will be a unique building and I will probably have to create an interior for it at a later stage, as there will most likely be a scene that takes place within part of the building.

The polycount stands at 7629 with multiple textures and props.

Some of the images below are rather large in size.

06 June 2004, 06:34 PM
A few more renders.

extra 1 (

extra 2 (

extra 3 (

06 June 2004, 06:36 PM
And the wires....

06 June 2004, 06:41 PM
And finally here are a few of the props.

And some trash (

06 June 2004, 07:26 PM
This is just so perfect. The skinning is very detailed and realistic. I really hope this ends up in a game. No complaints from me.

06 June 2004, 07:27 PM
Woow, You are master.
I'm looking forward to see Ashley in action, fighting with zombies in front of this ,,beautiful" hotel

06 June 2004, 08:43 PM
great job mindrot, I don't have any crits, only ideas to add........
I think a shopping cart or two with busted wheels would definately add a more trashy effect, or maybe even have a person sleeping on a bench covered in newspaper??? oh yeah and perhaps a few needles. looking great!!!!!!!!! superb job

06 June 2004, 09:46 PM
Looks great :)

only thing that bugs me is the neon sign, are you using any refrence for it? Not the sign itself but the red lighting looks strange. Might want to tone it done some.

06 June 2004, 10:01 PM
theres some beautiful texturing work in there. really startlingly good stuff, and wouldnt be out of place in a AA list title


06 June 2004, 10:19 PM
Hey Gary

The only thing that bugs me off the bat, is the oversharpening on that one crack texture, but that might be a post thing, and the scale of those pay phones, they seem super tiny, scale them up a bit.

The roof area feels a bit unresolved, it needs something . . maybe a gutter, or a ledge element to border it. . . a big ass billboard on the roof would also be nice.

Also, I would do a turned off version of the neon for daytime renders, it would make it look a bit more natural.

Otherwise its really cool.



06 June 2004, 02:09 AM
I love it. only crit is the cracks around the window are all the exact same thing.

My favorite part is the phone.

06 June 2004, 03:13 AM
wow! that's excellent! great job!! i really like the textures with the dumpster & the phone. my one crit actually is the paper. i think i would have split each page into quads so the corners can bend a little & stuff, you know? it looks a little too stiff hanging straight down like that. and don't worry about the neon. lol it would still be on if zombies attacked in a matter of minutes. it'd keep running until the power ran out lol
so far i've done mostly characters but i want to have some environments on my reel. about how long did this take you, if you don't mind me asking?

06 June 2004, 03:27 AM
Fantastic. I do agree with what was said as far as crits. so i'll just say great job!

06 June 2004, 05:00 AM
OMG the models are awsome!!!! awsome textures, awsome poly count, awsome lighting, awsome everything!!!!.....just one question? what program do you use?

06 June 2004, 06:29 AM
man... your textures rock... i love them (especially that sideshow character!) sooooo coool...
how do you do textures like that?! photos ? everything handpainted?! wacom?! which program!
you`re the god of dirt... haha

06 June 2004, 08:10 AM
WHOOOAH!!! Thanks guys.

MR BINK: some good ideas there.... unfortunately I don't have the time to add all the extras I would like to put in :(

Darkax: I was alos a bit bugged about the neons... not too sure about what, but maybe what you mentioned is the key. I'll look into it.

Speve-O: YO Steve wasssup?? Will check out the crack thing (lol)... As for the pay phones, they have already beenslightly overscaled. Thought that does bug me still... hmmmm..... I think I'll solve the roof with a billboard :D with some super sleazy strpper thing...weee

BurrowingDuck: Thanks... unfortunately that is due to texture llimitiations... I could sort it by adding an new texture or removing the cracks and using overlayed alpha planes with cracks on... but that would be more polys (not too many though)....

ill_logic: thanks... I will look into the paper ;)

rikimountain: Hey Riki.... most appreciated :D It was combination of the two. About 70% photos and 30% handpainting with my small ol' Wacom tablet in Photoshop 7 (Though I am moving on to Photoshop CS)

Thanks to the rest of you for your kind words :D

06 June 2004, 02:51 PM
I have a suggestion on the texturing...

When you're weathering your textures, think hard about where dirt and grim is, and why it's there. If there is to be a water drain, then there would be water stains and rust marks around that area. (Remember, rust can happen on just about anything. It's not exclusive to a solid metal object.)

Remember, even though it's abandoned now, somewhere along the line, maybe 10 years ago, someone was still taking care of it as well as they could. If you go to the internal sections of any seedy downtown, like Chicago, New York, L.A., Detroit, you'll see that with weathering also comes a lot of stories. For example: A lot of your graffiti looks excellent, but it appears as if it's just been tagged on there, without resistance. Put some areas where graffiti was in the past, but sometime they painted over it to try to get rid of it. There are a lot of jealous kids in the graffiti world who don't respect the work of others, so they put a quick tag on top of it. Don't be afraid to 'mess up' the graffiti.

I like the overall feel of the scene, even if it is a little overexposed. Your texture style reminds me of some things we've seen in Resident Evil 4. There is a sharpness to all things, and 'ugly' colors like blood red, and green seem very vibrant.

Oh yeah, board up one of those windows! You know you want to!

Good job so far.

06 June 2004, 05:32 PM
hey man really nice stuff, very minumal crits, which might have already been said, but maybe add some water stains coming from the lid of the water tower. And add some darkness to the inside of the garbage dumpster, and the lid for it, you have the stripes looking curved, but the black they rest on doesn't looked curved, maybe darken the 2 ends to give it more of a curved look, all in all beautiful pieces.

06 June 2004, 06:46 PM
LuckyDevil: Sorry I missed your post *blushes*.... I'm using 3D Studio Max 6 with VRay to render and Photoshop 7/CS for texturing.

Matt: Some great observation there.... and it make a ton of sense. I will most definitely take that into acount with my next environmental work. As for the Boards... HELL YEAH!!!! I need to do that.....

onelung: Thanks man.... thanks for pointing the water tower thing out. You'll see the changes in my next posts...

06 June 2004, 06:51 PM
Thanks to onelung I think I have made a better water tower...

06 June 2004, 06:54 PM
Thanks to Speve-O for the billboard hint.... I dunno how I could of forgotten to add one of those....

I hope this looks okay.....

(see inset for texture samples)

I'll post new render of the building once I have finalised a few things....

06 June 2004, 08:37 PM
very nice work mindrot, this is some of the finest env work ive seen on cgtalk in a long time.

06 June 2004, 09:37 PM
I am definitely giving you a thumbs up. I do enviroments also, but I have never seen detail like that at all...and you didn't have to use thousands of polygons to do it...


06 June 2004, 10:47 PM
I don't understand the wireframe, how did you do the woman? There's a box, and then there's the outline of her, and both of em have dimension to them? Were alphas used?

06 June 2004, 12:10 AM
HaloAnimator: Most glorious appreciation.... thankyou.....

DaemonMagus: Yup.... I used alphas.... basically: 1 alpha'd plane for the front and 1 alpha'd plane for the back. I then traced the shape of the lady with the spline tool (set to corner and not bezier) and extruded it to give some depth. The line created was a close approximation of the shape of the woman. I didn't put any curves (made it linear) in otherwise my polycount would have been quite a lot higher.

I hope this helps...

06 June 2004, 12:28 AM
I am kind of curious but are you going to have some zombie prostitutes roaming around? That would kick ass..

06 June 2004, 09:10 AM
HaloAnimator: Well I'm hoping that my next character model will be a stripper/exotic dancer zombie..... but not your run of the mill sleazoid girl.... more crack whorish.... something quite twisted.... HEHEHE....

06 June 2004, 10:48 AM
Twisted... i like

06 June 2004, 12:23 PM
Really nice work here, mindrot! :)

The only nitpicking crit I have, and it was mentioned and explained earlier I know, is the repeating of the building texture. And, like I say, that is just nitpicking - this is a really nicely done scene - bravo!!


06 June 2004, 05:10 AM
Looking real good Mindrot, congrats!! No crits

Cant wait to see the animation, dont tease us for too long ;)

06 June 2004, 05:19 PM
HOLY SMOKE!!!!! I leave the forum for a day and return to see a 5 star rating ....... WOOOOOOHOOOO!!!

Thanks guys.... thank you soooo much *sniffs*. I just hope it stays that way :D

This has really made my day, and it has been a rather crap one at that. I resigned from my job last week Monday, and this has been a great pick me up....

Thanks again.... *huge smile*

PS: I should be posting some finalised renders in a day or so....

06 June 2004, 05:39 PM
Hey, maybe that zombie killer should go in that hotel, wielding a shovel and knock off heads.

Did you actually clean up the mesh manually?

06 June 2004, 08:02 PM
HaloAnimator: Are you refereing to Ashley? If so yes.

06 June 2004, 08:39 PM
How do you go about cleaning the mesh after triangulation...?

06 June 2004, 06:14 PM
Fantastic work!

- BoBo

06 June 2004, 06:19 PM
It appears tobe almost no shades to the objects. Have you attached your textures onto the ambien channel as well?

06 June 2004, 06:30 PM
Kickass looking stuff, it's good to see game art more appreciated ;)

06 June 2004, 06:30 PM
Other than the repeating texture near the windows, I don't see much to crit. Nice work!

06 June 2004, 06:49 PM
Very exquisite house
Stick the diagram very meticulous

06 June 2004, 06:57 PM
congrats on getting top of the page! i thought it deserved that & i'm glad to see that it did.

06 June 2004, 07:00 PM
i love it like it hate it ........just i want to know how can i use uvwmap in max like u???any guide make me pleasur
if u can plz tell how did u that or is that simple?

06 June 2004, 07:11 PM
Something minor. On the rear view render of the building. There seems to be a texture seam on the water tower texture.

A white line going down the side.

Anyway great work.

06 June 2004, 07:22 PM

Thanks so much BoBo_the_seal...I really appreciate it and thanks to everyone else....This is awesome.... :D

HaloAnimator: er...sorry.... not too sure what you mean.... but what I did do was use MeshAK for cleanup after she was textured.... this corrects UVW errors when you target weld vertices (editable poly in Max 6 lets you do a similar thing). It works about 80% of the time, but only really give you problems on seams.....

HapZungLam: nope... using a GI renderer (VRay).

SkullboX: Thanks man.... I agree..... It seems to be happening more now :)

Tbonz816: Yeah... I could easily add more textures... but I need to limit myself somewhere I guess ;)

xjgd4321: Thanks.... most appreciated...

ill_logic: Thanks mate.... I'm also very happy that it did...

omid_221: hehehe... thanks..... there are loads of simple uvw unwrap tutes around if that is what you want. I will however be posting some sometime soon(ish) when I get the time. There are many ways to do it. But this building being quite geometric mostly required planar mapping.

I would love to do a step-by-step tute on a building, but right now I am swamped with work, as hopefully this Friday will be my last day at the Game Dev company I'm working at. I will be busy with some freelance stuff to pay the bills... but I will try to fit something in, as I have been getting quite a few e-mails to do tutorials....

Thanks again....

06 June 2004, 07:27 PM
Thanks dragonswhip... I only noticed it after posting the image... silly me.... I have fixed it up , if you take alook at the tower render on its own.... Fixed seamage (

06 June 2004, 07:28 PM
Very nice work!

Frank Dodd
06 June 2004, 07:41 PM
Very nice work, for some reason the style of the building remins me Duke Nukem only much higher quality of course ;)

Excellent job lots of great detail and texturing across the whole building while keeping within a respectable polygon count.

06 June 2004, 07:43 PM
Hey, cool building. Very well done textures and such..

My only crit is that the modelling is too clean. You should maybe do a some roughening up of your lines to match up on the great aging/dirty textures.

Frenchy Pilou
06 June 2004, 07:51 PM
Very cool work!
Just a little critic that nobody has seen :D
On the second image, shadows have 2 directions !
(surely because you have 2 suns :)
One on the right, one the left :)
have fun modeling!

06 June 2004, 07:53 PM
thats really cool work

it realy lookes like a scene i would see in GTA or somthing


06 June 2004, 08:54 PM
Great job

06 June 2004, 09:00 PM
really nice work!

06 June 2004, 09:23 PM
cheers to you m8! Its the kind of quality I dream about. gj!

06 June 2004, 09:23 PM
Very Nice Gary! Your texturing and modelling is good as always.
I really dig the dumpster. Building came out super sweet.

If you haven't checked out Ashley...go check it out now, it's truly awesome.


06 June 2004, 09:51 PM
Thanks guys.... :D

Thanks for pimpin me -frOogLe-....

06 June 2004, 10:15 PM
Haha, this looks like something from Duke Nukem Manhatten Project!

06 June 2004, 10:20 PM
Hey nice work I really like what you've done.
Only crit I have is on the neon sign.. it looks like it's in pretty good condition compared to the rest of the building. I'd burn out some of the letters, maybe have some that are half lit and I'd turn it off during the day shot as well.. For in game during the night I’d use an few polys around the letters with an alpha for the glow.
Anyways nice work can't wait to see your completed scene!

06 June 2004, 11:51 PM
Originally posted by MR BINK
great job mindrot, I don't have any crits, only ideas to add........
I think a shopping cart or two with busted wheels would definately add a more trashy effect, or maybe even have a person sleeping on a bench covered in newspaper??? oh yeah and perhaps a few needles. looking great!!!!!!!!! superb job

if you do do the needles idea PLEASE dont go overboard.
Max payne 2 went a little crazy with the needles i know they were bad neiborhoods and the plot revolved around "valkiyr" but it was just a little stupid how many needles were laying everywhere.

anyway no crits great work! the polycounts are reasonable and the ashley character needs to start whooping zombie ass!

06 June 2004, 12:42 AM
congrats on the plug, you deserve it, lets see that crack whore!.... the bilboard is beautiful.

06 June 2004, 01:37 AM
dude....awsome texture!!....

great texture skill that you

you rock!!

06 June 2004, 01:48 AM
pretty cool

06 June 2004, 01:59 AM
Overall very good work. I think your textures are a little too contrasty and "sharpened" too much in photoshop. I'd try to smooth them out a little bit to lose that photographic look.

06 June 2004, 02:50 AM
looks good, but the building is starting to look green. Your textures are similar everywhere and a building that large has many different textures due to weather and other environmental factors. Starting to look like a matrix videogame.

06 June 2004, 05:35 AM
Very nice work!

06 June 2004, 05:41 AM
very nice work, Im very impressed with your work, this and Ashley.. I cant wait to see the finished scenes

06 June 2004, 07:56 AM
Finally here is some critics about your work :

= medium difficulty, highly repetitive work

= at the level of a beginner,
a sequence of simple extrudes and bevels will do it

Subject = nothing different then by many others

I do not understand the importance of this work.

06 June 2004, 08:18 AM
i would just say it looks great and fits all together perfectly...

--->keepitsimple<-- works again... especially for lowpoly stuff...

06 June 2004, 09:00 AM
Originally posted by herbertV399
Finally here is some critics about your work :

= medium difficulty, highly repetitive work

= at the level of a beginner,
a sequence of simple extrudes and bevels will do it

Subject = nothing different then by many others

I do not understand the importance of this work.
@ herbertV399 :
Sometimes simplicity works better than extravagant modelling and architecture..

@ mindrot :
I think its best if you take a look at your models and ask yourself questions like : "what would this surface look like in real life?"

For example, on this image ( there is a flat textured surface on the roof of that small extended part of the building (kitchen? broomshed?) underneath the stairway.

It seems highly unlikely that a flat surface like that would be made of concrete instead of having some kind of roofing.. and this, of course, should be weathered, just like the rest of the building.

Other than that: CONGRATZ! it looks simply amazing for such a low poly count model! great texturing!!!

oh, and your extra link to 06 isn't working.. it should point here:

06 June 2004, 10:35 AM
Thanks for posting your work.
I learned a few things.
Textures sure make a world of difference.

Awesome stuff!

Some suggestion.

1. Maybe add a gate into the back fence.
2.Render us up an image with black background so we can get a feel of how it will look at night.
3.randomize the air conditioners
4.Add a low poly fire hydrant. Also called "fireplug".

I really like this. :)
Good stuff!

06 June 2004, 12:08 PM
Thanks all for the "mostly" positive feedback. And thanks muchly for all the suggestions. I will try to take most of them in, and keep them in mind for any future work that I do. As for the extra modelling, I will have to get back to that at a much later stage as I need to get this finished now.

I should hopefully have some new and final renders within today or tomorrow.

Thanks all :D

06 June 2004, 12:37 PM
You do good work this is another excellent example!!! Nobody hired you yet ????

OHH and BTW Herbert is a F-ing retard he obviously has no clue about making game art ... this is a fantastic example of texture use and a large amount of detail with few polys .

06 June 2004, 05:07 PM
Congratulations for the plug, mindrot! Amazing textures, it is truly a great work.

You said that most of the comments made your day, but you should know that your work has made our day, too. It's really inspirational, and gives me the much needed motivation. And I think I speak for many others as well.

Thank YOU! Keep up the good work!

06 June 2004, 05:49 PM
pogonip: thanks man.... well I just resigned from a local game dev company here in South Africa. I have actually had a few offers so far since posting this thread :D , as well as several offers for mod work. Unfortunately the mod work doesn't pay, though it would be cool to do, but at the moment I need the $$$$'s....

As for herbert... I perfer to just ignore ignorant comments like that. I peronally believe if you don't have anything worthwile to say then don't bother saying anything... but anyway...

mawashi: You make me want to cry ;) .Thanks a ton, those are such kind words. I look forward to posting more....

Thanks ppl

06 June 2004, 01:49 AM
I agree 100% with mawashi.

You guys are great!


06 June 2004, 02:53 AM
i've moved 2000+ miles to get into the gaming industry and i use pieces like yours to judge my work. keep it up, make me work harder :)

very clean models, very nice textures. want to see more!

06 June 2004, 03:53 AM
hey mindrot. i've been following ur work for some time now and i think its some of the best stuff i've seen on this site. would luv it if u could give me some critiques on my current WIP. keep it up!

06 June 2004, 11:04 AM
man, i love ur work, really good texture work !!!!!!!

do ya have msn messenger ? if yes, could ya gimme ur contact ?

06 June 2004, 06:32 PM
mindrot, your work is very mind blowing to me. What companies have you worked for in the past? Just curious.....

06 June 2004, 07:25 PM
I dig it dude.. the thing that appeals to me most about this is that it feels like a real building.. like soemthign that would actually be designed.. the shape and form..

But on to nitpicking!!!!!!!!!!!!!!!! :P

.... the chain links seem a little too big. Not sure if anyone has mentioned it..

Good stuff man

06 June 2004, 08:46 PM
RjR: As far as game dev goes one her in South Africa. I have don a tone of other stuff from graphic design, web and multimedia, through to 3D animations and small visual effects....

Ancient-Pig: thanks man, that's part of what i was aiming for... as far as the fencing goes, I decided to make them slightly larger as they weren't visible at times....

06 June 2004, 02:37 PM
Thanks for the crits and comments guys and gals. I apprecaiate it....

Here are the final updates.

06 June 2004, 02:43 PM
...and a few more

and a few extras:

extra (

wires (

06 June 2004, 03:05 PM
The roof looks much better, but there is still something wierd there . . I would make that last concrete section about a quarter of the height it is now . . It definately needs to be shorter than the other window floors. It looks too platformish at the moment. Thats the only thing that really bugs me . . otherwise, looks good.

Out of interest, how many textures in the total scene?



06 June 2004, 05:07 PM
yo Speve.....

There are about 40 odd (including props and all). Sizes range from 512x512 right down to 64x64.

06 June 2004, 05:17 PM
Hey mindrot, it's Halo again. I can definately see this in a videogame now...reminds me of Max Payne. How do you get it so Photoreal? I am still trying to do it without painting from scratch....

Still man, cool model...

P.S.: Will there be any dead bodies around the hotel? I can imagine a zombie hooker saying "C'mon, baby" with rotten teeth...


06 June 2004, 05:45 PM
Again, I think this is a pretty solid piece of work.. the strongpoint is that it definetly looks believeable as far as the space it occupies and the way its represnted..

but on to the nitpicks!!!

Sorry I didnt mention this in my first post, but I didnt happen to catch it....

There's kind of a loose color scheme running throughout all the base textures of the building.. and it's almost giving off a rainbow'ish effect. Variation in color is great, but I wish the colors in about 70% of the places directly on the building were more localized.

Im not a huge fan of the road/alley pavement texture. It needs to look more oily,and it could use much more dirt... especially by where it comes up to the building...where no one really treads or drives.. here are a couple sample pics I dug up. Not the best pics, but migth give an idea of what Im yakking about..

I like the dumpsters.. but put wheels on em!! :P Then you'd eb able to get a nice dark shadow underneath them and it would give more dimensionality...

Maybe at the base of the chain link fence, soem trash or dead leaves that have blown and caught there.. make it look more grounded perhaps..

Like i said, just nit picks... I think all the details are tasteful, and they all equate to a wonderful piece..

hehe, that dirty mattress is so gross.. lol.. thats awesome

06 June 2004, 05:15 PM
Thanks guys.... :)

Ancient-Pig: Thansk for the images.... :D Yeah that road texture could use some work.... I'll probably address that at a later stage. I'll also add more trash at a later stage. I really need to give the whole area/scene the feeling of a ghost town, when I start asdding more buildings etc.

I pretty happy with that skanky old matress... looks like a hobo's ass exploded on it lol

HaloAnimator: I'll post a tute on creating a wall with windos at some stage. But basically I take a base wall texture and muck it up with grime. I then find a window that will be appropriate and then plonk it on. I also like to add my own fake shadows....

06 June 2004, 06:09 PM
Love the work. No suggestions. I think everyone mentioned something.

It keeps improving everytime I see it.
You are an true artist. Even when we think something is finished there is always more for improvement. This is what makes you a true artist.

Just keep doing what your doing.

You said you were going to add more misc objects. I would love to see a shopping cart somehwere filled with stuff or even just empty rusted cart would work.

Oh will you ever post the color texture maps of the buiding and cemented side walk? I would love to see how you did the textures.

06 June 2004, 05:37 PM
dragonswhip: Thanks man.... you make me blush.... :D

Hope this is what you wanted to see.There is another one on my site too.

Seems like a shopping cart would be cool.... possibly at a later stage. I'm busy with a zombie girl at the mo'

I should be posting some tutorials soon..... feeling a bit lazy right now :P

06 June 2004, 08:19 PM
I dig that sidewalk texture.. well done

06 June 2004, 08:45 PM
So mindrot why aren't you working for a game company?

06 June 2004, 10:51 PM
Finally here is some critics about your work :

= medium difficulty, highly repetitive work---errr this is excellent use of repetition but maybe you dont realize that most games do use tiling textures

= at the level of a beginner,
a sequence of simple extrudes and bevels will do it ---------errr maybe you dont realize that real time models are just that simple extrudes and bevels

Subject = nothing different then by many others

I do not understand the importance of this work.---- you havent played any games have you

lol hahahahha
now that is funny

this is good stuff man but a little too green for my liking perhaps you could tone that down definetly max payne stuff this baby is so in

06 June 2004, 08:50 AM
Razorwolf: I was until I recently resigned from the only one here in South Africa.....

the_zed_axis: thanks..... as for herbertV399.... I'd forgotten about him....

06 June 2004, 09:23 PM
i tottaly dig ur work mindrot :) i would love to see ya modeling even more stuff for this scene cause it absolutely rocks !! ur modeling ans skinning skills are top of the line :)

P.s _ cant get ya on msn , do ya have it ?

06 June 2004, 11:14 PM
Thanks johnyII. I haven't been logged on for a while... I should be some time soon though.

06 June 2004, 01:04 AM
its really coming along mindrot. I have a question about your you use a sharpen filter or something similar to get that contrasty grainy look? im looking forward to seeing your tutorials...

06 June 2004, 01:52 AM
Love your work mindrot not sure but did you post this at thought i seen this a while ago. Could have been one of your female models. Cant wait to see some of the dead hotel staff any type of story being made?

half sleep when i posted this hope this is clear to read

06 June 2004, 12:47 PM
its really coming along mindrot. I have a question about your you use a sharpen filter or something similar to get that contrasty grainy look? im looking forward to seeing your tutorials...

I depends.... I will sometimes add an extra layer to the top with a sharpen filter set to a certain transparency. I should hopefull add that bit to the tutorial I'll be doing... ;)

Levius_Nude_Female: the only work I have posted at CGChat was a head under the 128 thread....

06 June 2004, 04:33 PM
Yo mindrot.. have you fixed the textures on top of the built-on kitchen block (or back entrance or something) yet? (the piece of the building which sticks out, underneath the stairs on the side of the building)

I'd like to see a render of that :)

06 June 2004, 04:59 PM
hmm i thought the shadows where painted on if you look at the second picture on the first page the broad against the wall the shadow is incorrect but now i see different renders and it looks fixed what happen?

06 June 2004, 06:48 PM
Hey Mindrot,

I am kind of curious but what is your texture resolution for your whole building and how many textures? I am asking because I am building a Japanese Dojo w/courtyard and house for game modeling training, and I am working in Layers.
Knowing myself as a stickler for detail...I do not paint shadows, I literally model everything visible, windows...and use real time lighting, but I do require your insight on texture rez for Buildings.

And finally are all the building parts on a single UVW Map?

Thanks in advance...Halo

06 June 2004, 10:16 PM
cappie: Unfortunately not mate.... I wanted to move on from this model. Though I admit it probably would look quite good :sad:

MassiveOverHual: I might have changed the lighting there... not too sure...

HaloAnimator: There are about 40 odd (including props and all). Sizes range from 512x512 right down to 64x64. As for a single UVW map - nope. I used that technique at work for low rez PS2 models, where an entire building would be made up from one 128x256 (or even smaller) texture.

Well to model every wind in would be okay, but when in game, and looking mainly from a ground level, all that detail above a certain height is wasted. So I would generally only model detail (window and door extrusions) on the ground floor- basically where needed. But then again. what I've modeled isn't really for a game, but more for an animation, so I might need to add more detail in at a later stage, if for example I was to have a camera fly by... but I'll think about that when and if the time comes.

Hope this answers your questions ;)

06 June 2004, 11:23 PM
Yes, it does. I am learning How to paint High Res textures for each object...and modeling for games...with Xbox and PC in mind.

Since all of my game ideas are for realtime lighting and shadow, I am making use of alpha maps for things like detailed windows. My current model is 5000 triangles...(a dojo house) and it is a 1x512x512 with bump, spec, color, and alpha mapping. And unfortunately I am going to use a single texture sheet, just to learn. LOL

Nice avatar by the way.

07 July 2004, 09:38 PM
x box uses a lot of normal mapping

07 July 2004, 09:39 PM
I plan on using normal mapping

07 July 2004, 08:17 AM
First off ... I want to say that I really like the overall look. I especially like the detail in the extras (dumpsters, matress, etc). My only really critique, and I appologise if this was mentioned as I am short on time and can't read everything) is that the shadows are off. Each side of the building seems to have its own lighting scheme. Make the shadows consistantly coming from a consistant light source (in this case, the sun).

Only other thing is that I agree the brightness of the scene seems a bit much if it's for zombies.

Looking great though! 8-)

07 July 2004, 09:42 AM
Thanks albinochicken.... This wasn't menat to be a final render. Once I get this into an actual scene it will most likely be at night, with other buildings..... I wasn't too concerned with the light ste up, as I just wanted everything to show up decently.

Thanks :thumbsup:

07 July 2004, 03:51 PM
hey mindrot heres a tutorail pitch make one on normal and alpha mapping

07 July 2004, 03:56 PM

Love the low poly buildings.

Best Wishes


07 July 2004, 10:26 AM
Yay I give you 5 stars.. now you have 5 star rating.. you deserve it cuz your game art is great.. can't wait to see some zombies!

07 July 2004, 04:08 PM
Yay I give you 5 stars.. now you have 5 star rating.. you deserve it cuz your game art is great.. can't wait to see some zombies!

Thanks man... I should be posting a zombie WIP sooooon :thumbsup:

07 July 2004, 06:00 PM
wow, this is one long ass thread. you get what Im sayng Mr.ROT. I think its time ti start showing us some more of your MAD skillz. Lets see some more, more more.

oh, yaeh and the hotel is awsome. Its what i show to people when i want them to see quality examples of enviromental art

07 July 2004, 06:27 AM
Looking good dude! I agree with the phone scaling and also think a big ass billboard ontop of the building would look awesome! All else is looking pretty good!

07 July 2004, 02:18 PM
Looking good dude! I agree with the phone scaling and also think a big ass billboard ontop of the building would look awesome! All else is looking pretty good!

Thanks... if you check on some of the previous pages you will see the billboard, and the phone was scaled up ever so slightly.... :D

07 July 2004, 03:54 PM
So, you did use a sharpen filter, mindrot. Cool. I am painting my dojo right now and since the whole thing is a 512x512. And I don't want it blurry or nothing. What do you suggest for the sharpening after I paint my model? I will even show the map...

07 July 2004, 05:08 PM
It depends Halo..... What I usually do is just before creating the final BMP or TGA, I will create a layer which is a duplicate of all the layers below and add a sharpen more filter to this. You will then have to experiment by adjusting the layer's transparency, to see how much of the sharpened layer you want.....

Hope this helps.... It will all be in my tutorial... when I finish it off :argh:

07 July 2004, 05:41 PM the way, do you want to see the map?

07 July 2004, 06:05 PM
You can show me. But I suggest you post it in your own thread as this one is getting kinda long, and might not be relevant to this thread.

07 July 2004, 11:34 PM
awsome work again, love the way you texture, any tips on how you do it? do you use any reference in another layer while you paint? its just amazing the textures you create

07 July 2004, 12:00 AM
Wow! This has on eof the best textures I've ever seen! If this is going to be in a game... wow. Great, great, great graphics! I'd say the future of CG is better textures since we've all the polys we need.

07 July 2004, 10:53 PM
yeluis: Thanks man..... I have a tutorial on creating a simple wall and window texture on my site at: Link (

Stratboy531: Thanks Strat... most appreciated. Yep texturing is very important, especially when you don't have enough polys.....

08 August 2004, 08:07 PM
really great work man :-))

very nice modeling and texturing

10 October 2004, 01:16 AM
I gotta say, you have put out some of the most effective models I have yet to see. The amount of detail compared to the amount of poly's you used is excellent. The photorealistic textures are top notch. Ive been getting into envirmental art/level design, and I would love to see a tutorial done by you.

10 October 2004, 08:59 PM
Very nicely done. You have a great sense of colors and it is very consistent thru the entire scene.

Great work.

10 October 2004, 11:16 PM
Where are you mindrot? I know youre probably in derby, UK enjoying your new job? How are you finding it? Are you gonna return to these prestigious forums soon? I miss your rotting character models....

10 October 2004, 11:48 PM
Unsharp mask, desaturate and overlay came to life and killed him for using them too much. :D

10 October 2004, 03:59 AM
lololol good one!

11 November 2004, 10:21 AM
hey gary,

any chance of you giving us some cloer shots of the windows? for some reason when i make a building the weekest part is always the windows :( was just hoping i could pick up some pointers from a close up or two.



11 November 2004, 07:08 PM
Bongo: thanks you...much appreciated... I might get around to making more tutorials sometime... but probably not too soon.

r_sousa: thanks

Andy H: hey there... yip... in Derby now at Eurocom... enjoying it alot.

Matt: LOL :rolleyes:

nattnewman: Hi there... wonder if we are related :shrug: hehe... all I do with the windows are extrusions.... (well for ground floors, or where detail is needed). The rest of the detail is in the texture.... You can check out the texturing tutorial on my site if you want.

There weren't really too many extrisiond on this building. The window sills are just intersected boxes for the most part.

Hope that helps...

11 November 2004, 11:48 PM
Hey Gary,

Hehe, I dunno, you just never know! I'd be happy to trace families on MSN or through email to find out!

Thanks for that, i did get the feeling they were extruded. I tend to do the same but im never happy with what i end up with however i am now expanding my texture library and im getting plenty more windows :) So i shall never be short of them again!

Btw, nice tutoial on the site. A nice mix of photo manipulation and pure cg effects - its pretty much what i do, same sorta ratio to texturing too.

I also see you work for Eurocom! That must be a blast - would love to apply there for a junior position sometime soon.

Anyhoo, thanks again,



10 October 2005, 05:23 AM
these are some nice textures on the low poly models i cant do a nice uv map to save my life

10 October 2005, 05:54 AM

Dude U are the most reanimated artist in this forum. U are really undead :]. I'm wondering from where people dig all this "archive" works :]

Give a sign u breathing man, or U start biting? :twisted:

Gary aka UndeadProjekt -> rotfl

Take care mate.

10 October 2005, 05:35 PM

First off you really deserve 5 stars, this has to be the coolest looking hotel/hoarhouse i have seen for a game. You have inspired a dead flame in me to want to model something like this, now i just have to come up with a very cool idea and something somebody hasn't done. But again great model, great textures, and a great job. Keep it up Mindrot, and i wil lbe going over your Texture tutorial to get better at things. Keep it up

Chris Youngblood

10 October 2005, 06:08 PM
Thanks guys... much appreciated...

Every now and then my old threads keep re-appearing :D

Hope you find that tutorial useful cay030. I looked at it again a while ago and realised I suck at doing tutes. I really went overboard on the step-by-step thing. Should I do any more I'll keep things more simple, leaving space for interpretation. I was actually considering takeing it down.

Anyway thanks again. I've got a new work almost finished. Been busy on a small personal project and had to drop everything, which I'm kinda glad I did. So hopefully I'll be able to post it up here soon......


10 October 2005, 11:06 PM
Very cool building, nice feel to it. Only have 1 minor crit, it seems like the windows that are wrapped around the rounded corner actually bend like the wall does. Can't tell from the shots if thats actually the case, but from one of the shots it seemed to appear that way. So it makes it look like the glass is bent, rather than straight. Anyhow, looks really good :)

Edit: Just realized this thread is a year old, ignore above, lol :bounce:

11 November 2005, 10:41 AM
another quality work here, mindrot...

11 November 2005, 11:55 PM
WoW.Your job is very nice.The detail fantastic.I like it:thumbsup:

11 November 2005, 12:01 AM
lol you revived it grab.
how this thread stays alive is above me.
it is amazing work though.

11 November 2005, 06:03 PM
Dude like Ive said before, Mindrots threads contain the undead, therefore the threads are undead, they never die!

11 November 2005, 06:40 PM
Dude like Ive said before, Mindrots threads contain the undead, therefore the threads are undead, they never die!
LOL... that's hilarious Beastie :beer:

I should be posting something new.... soon... I promise :blush:

11 November 2005, 06:41 PM
OOOOH!! Before I forget, thanks again for the kind words guys :love:

11 November 2005, 07:53 PM
Hah, yea i should add that I meant that in the kindest of ways, love your stuff man. Cant wait to see more! :thumbsup:

11 November 2005, 08:01 PM
Hah, yea i should add that I meant that in the kindest of ways, love your stuff man. Cant wait to see more! :thumbsup:

hehe... :D

12 December 2005, 03:59 AM
Argh, we need a mod to lock this thread or something...

EDIT: *realises I just bumped the thread...* Crap! :argh:

12 December 2005, 05:20 AM
Cant wait to see more! :bounce: :bounce:

12 December 2005, 05:07 PM
Man do not write that u will post something new, but do this, I don;t even want to count how many times U said that.

Take care dude.

12 December 2005, 06:54 PM
Man do not write that u will post something new, but do this, I don;t even want to count how many times U said that.

Take care dude.



I'm working on a bout 3 characters at the moment, including props. I've almost finished one- I need to prepare her for showing. ANother I've just started and one more that will be started soon.


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