View Full Version : Amityville Horror

11 November 2005, 03:58 AM
This is a from a challenge we had over at Polycount. It was nothing fancy - really low-end specs and whatnot. Our art team at work all decided to create our own entries, based on a specific genre. We chose classic horror. So I decided to re-create the Amityville house at spooky 112 Ocean Ave. :)

We had a limit of 1024 tris, and a 512 diffuse. C & C welcome! :)

11 November 2005, 09:34 AM
Man dats real cool. love the lighting and the feel from it. if u built the street and more buildings it would be class.. cool work.

11 November 2005, 11:30 AM
Woo! Very nice. Definitely has that tranquility before the storm feel... Great touches of detail with the gun and axe too.

Only crit I can make is the wasted space in the top left of the t-page - could've used the space inside the shadow for giving more texture space to the props/light effects? :shrug:

11 November 2005, 04:57 PM
Wow! Great texture efficiency, really awesome, nice work!

11 November 2005, 05:48 PM
I'm not sure why, exactly, but unfiltered textures make me drool. Anyways, great model and beautiful textures.

11 November 2005, 07:35 PM
HELL YEAH!! This is so damn good! Really quite different from all the run down 'industrial' type buildings one always sees on the forums.

Quality work here. I really love the atmosphere you've created... but it seems too warm and friendly and doesn't quite convey a feeling of fear and evil....

Love the lighting to.

Anyhat... lovely work.

:twisted::twisted::twisted::twisted::twisted:/:twisted::twisted::twisted::twisted::twisted: from me

Oh... gotta agree with Swizzle on the unfiltered bit

11 November 2005, 08:18 PM
Thanks for the comments, all.

WHW - in hindsight, I completely agree. When I was texturing it, I was just trying to get it finished for the deadline. But yea, maybe I'll go back and spruce it up a bit more. That extra space certainly could have helped. I'll probably relight it a bit more spooky as well :)

Thanks again,

11 November 2005, 09:49 AM
Great texturing, very good indeed.

11 November 2005, 08:08 AM
Amazing work. I too, love the pixelated nature of the images.

Great atmosphere and mood conveyed through the texture. Wowa.

11 November 2005, 08:28 AM
I disagree about the texture efficiency.

(First of all, yes, the end result is quite nice--and original too!)

Many of the regions of texure-- the siding, the windows, the trellace are mostly tiled patterns that could take up far less space on the texture sheet. The white trellace (lattice mesh area...whatever) is 3 panels but could just be 1 used a few times, for example. For the plain windows (rectangular style), you could have two main sections and reuse them to give the appearance of different windows.--like one with a shade and one that's clear...

The worst offender is the gray siding (most of the house). These areas could be much smaller. I think it'd be better to have a wall made up of, say, 6 polygons (instead of 1) and have them use the same texture area, maybe mirrored/flipped/etc..
Then you could spend more pixels on the areas a player might see up close--doorways, first floor windows, etc.

You have a lot of talent and an eye for detail. Keep up the good work and you'll only get better and better.

11 November 2005, 02:47 PM
Since I was already at my poly budget, I couldn't add any decals (floating polys) above the surface. That means that If I were to have tiled the lattice and grey siding, I would not have been able to add the mung and dirt to it. I unwrapped everything with it's own UV space as such, so that I was able to make it non-symmetrical in the texture. More variety, if you will.
But yes, using tiling would have been the 'optimial' thing to do.

Thanks for the crits :)

11 November 2005, 03:16 PM
well talking about the texture effeiciency buisness, im never sure, when people say the texture quota is 512*, can you split that up, i know it makes alittle difference as the engine has to load more textures. If the comp said, one texture of 512* then you did very well for effecintcy, if you could have split them up then it could have been done a little better, as Jimcoldt said.

even so you could have had the pointy grey slatted section overlayed over the square section, without any repetition, even flipping and offcentre to avoid this you would styill have saved alot.

i managed this little ship on a 1024* texture(split up for tiling), its alot bigger, and uses alot (loads) more polys, but you get the picture

11 November 2005, 03:54 PM
Great work... nice lighting and textures are really cool. A shame people try to bump inferior work on other people's threads and present it as advice eh?? :twisted:

11 November 2005, 04:04 PM
hey put that handbag away, thought a might be helping:cry:

11 November 2005, 01:11 PM
Good work, the thing that stands out the most to me is the lack of detail in the main wood texture, imo it would benefit a lot from some fine wear and tear..

11 November 2005, 03:23 PM
I'm not sure why, exactly, but unfiltered textures make me drool. Anyways, great model and beautiful textures.

im kinda at loss as to why ppl do it? i really like it to, it reminds me of old school silent hill stuff on ps1. Do ppl do it to simulate it in-game without AA?

Man i LOVE it. do we reckon this is psp spec? im like addicted to psp spec work and this is awesome.

I just saw the movie the other day and this is so cute.

Well done man its really really cool. Big kudos dude. :D

do you have any other work like this? links? :)

CGTalk Moderation
11 November 2005, 03:23 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.