View Full Version : Environment: City Block
10 October 2005, 05:07 AM
sI started making buildings for a small city block. Currently most of the textures are overkill for the planned cam distance, they are: two 128's that tile, one 256 for windows and other, one of a kind things, one 256 for the side of the brick building. The store fronts are 256 each. I will reduce the texture space when done to suit the render.
Im hoping to have this mostly done by monday, but it might be a bit of a stretch.
Let me know what you think.
(updated the pic)
10 October 2005, 12:17 PM
I think the poly detail is perhaps a bit extreme, especially towards the top of the models. How are you planning to use these: 1st/3rd person, rpg, stratagey, etc? As that will also determine the type of poly distribution you should have.
Also one other thing thats seems a bit off is the angled edges on the side of the smaller grey building- the textures don't seem to make sense at that angle (though you probably have a reason for that, we'll just have to see what you have planned :)).
Otherewise thses should look pretty good once you're done.
10 October 2005, 12:50 AM
Hey Chris! Looking good. I'd like to see a quick render without the wireframe. Only thing I notice that is off is the rust/wear on the side of the small building at the top. It's in a V shape (following the edge)... looks unnatural. Unless you were gonna add some details there like a drain pipe, or something. Can't wait to see the updates!
10 October 2005, 06:34 AM
It looks nice.
The texture work looks really cool, and the mesh work also but i think in few palces there is a few polies wasted so U can optimize them. Especially around the windows.
Please post the renders with some basic light couse the sharpenning from the viewport is a bit confusing.
10 October 2005, 05:04 PM
Looking good... Like the choice of colours (yeah, so it's a brick building, but it looks brick-like :)
As mindrot stated, the poly distribution could be better at the top - I'm looking at the detail in the grey building. All those polys creating the recesses and the headstones (can't think of the word for the three things at the top) - looks like you've modeled the top of the building too, not that's a bad thing.
Texture-wise, the brown one is tiling loads. Is this intentional? As you've got variety in the grey building but not the brown - maybe a billboard on the side of this one will break up the tiling.
I'm sure these will come out really great when you've added dirt at the base and bit's of garbage/rubbish.
*edit: Tiny thumbnail render looks nice tho: http://vertexpirate.com/pics/thumb/brickT.jpg
10 October 2005, 05:55 AM
Man, that small brick building is ugly. I keep going back and changing parts of it, gives it sort of a "fankinbuilding" feel. Chances are it will get re-textured. I was going to put a drain coming to a tee in the middle, "matching up with the wear". At any rate it something will be done .
I have modeled and uv'd the fancy building. It runs in at 3000 tris. The largest building is 4000 and the smaller one is 1900. I could save some polys by making the windows totaly texture, but i kind of like the look of them as is. These models are a little high, even for next gen but this is more for fun and look. I plan on having the cam sort of mid height. (as if you were a huge robot or monster) I will cut polys out of the ally way windows and smaller spots when I have a final plan for the layout.
Progress on this might be slow for the rest of the week, but i will continue on thursday. (so much for having a model finished and rendered today, "I had a back up plan".)
oh here is the pic that goes with that thumbnail. -link- (http://www.vertexpirate.com/pics/brick.jpg)
Thanks for your comments ill try and take them to heart.
11 November 2005, 01:18 AM
I have started texturing the third building. I think i will tone down the windows. (i kinda like the look of the many plains style but i think it dosent go whith this one.) I have done a bit of work on the brown building, mostly behind the scenes, although i did cut some polys out on the roof.
11 November 2005, 12:54 AM
I have done a bit of work on this lately. Such as: added trees and a new building, changed the layout, and modeled a bunch of small nic-nacks. I have killed some of the polys on the twinned building. (soon it will have all new textures). For the most part I only have a little texture work to finish up and then I can add clutter as I see fit. (thats what i think anyways, let me know what you would add or fix)
The trees are about 100 tris and have a 128 texture with alpha. The buildings have a 256 for details like windows and doors and a tileing 128 or smaller for the brick. I will most likely half the building textures for the final product. (it seems that i have a lot of maps and a limited amount of ram :P)
11 November 2005, 07:08 AM
dude way to go love them all.....nice stuff..give me more
11 November 2005, 09:23 AM
ow yea, beutiful m8
01 January 2006, 11:04 PM
I completed the model over the christmas break, but never thought to post. :p
There are always things to add or fix to this sort of a thing but i think I'll let it go for now.
I rendered a turn around of it, Its Mov with the sorenson codac
01 January 2006, 05:44 PM
To many polygons for my likings but I guess I'm old skool...
I love the texturing and detail great work :D
01 January 2006, 06:17 PM
maybe add some benches on the pavements..
01 January 2006, 07:35 PM
Very nice work so far! The trees really look great, I love em! Keep the updates coming!
01 January 2006, 05:47 PM
nice, i like the detailing of the buildings but i think u should work more on lights probably. rest all is cool .
01 January 2006, 05:47 PM
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