View Full Version : Houses

12 December 2007, 11:19 PM
i was in the mood to built something showable, so i put my hands on architecture

i think i havent missed any visible detail on the house, say something, if i'm wrong^^
up to texturing!^^ (
the last house took me 2 days and had 3XXX polys
and the modeling of this anlone took two days, so i think its finished in ... 2 days^^
atm its 13019 polys
c&c welcome

12 December 2007, 11:27 PM
I'm looking forward to seeing that with textures. Looks nice. Maybe you should try to give them Border-stones above the windows different styles. If you habe a look at houses in the real world, you will notice that for example the windows in the first flor have very detailed borders, 2. floor less detail and the highest one have very low or no detail.

12 December 2007, 11:41 PM
im not a friend of detail art on borders, for example on my own house i made them just yellow^^,
if there were some more space on the left part you could see my house, so this pic is a bad example^^

12 December 2007, 11:47 PM
That's what i ment:

As you can see, the top-border of the upper windows are less detailed than the windows in the first floor.

01 January 2008, 03:39 PM
little progress, i did the main materials for the walls and the gray thing^^
the window texture is just a test^^ (

i still have to do teh dirtplanes and stuff to make it look more realistic
and i still dont like this yellowish color on the walls (i dont like yellow anyway)^^

01 January 2008, 03:46 PM
Very nice! i would like to see you texture sheets :D

01 January 2008, 04:22 PM
here is what i've got so far (

01 January 2008, 04:54 PM
very nice i think. but the corners of the house are a bit smooth in your last update - isnt it? On the picture without textures it seems that they are more hard. go on!

01 January 2008, 05:30 PM
smoothing groups...^^
progress!!!^^ (

01 January 2008, 02:12 AM (
sorry for dp, but im working and working atm, because i got sick and now i'm sitting here bored like hell^^

ive got a problem with multiple uv maps, a pal of mine says common engines do not render in multiple passes ant because of this you cant use multible uvmaps in on materal

01 January 2008, 11:35 AM
Nice Dirt man! Maybe the big ones are a bit too dark but the window dirt rocks :D I like it!

01 January 2008, 12:26 PM
Why cant u have multipple uvs?That sounds crazy!So you mean u have to unwrap the entire model with one map?Or Uvw map with just one uv?

if thats the case cant you just break up the model in smaler pieces?

sounds like an old game engine to me

01 January 2008, 12:44 PM
no, that wasnt, what i meant

for example another uvmap for the colormap than the alphamap (with uvchannels)

01 January 2008, 12:56 PM
That would be very cool but i never heard of an engine supporting that. You would use a small normal map and tile it over the complete model and create variation only with a unique diffuse map :D would be cool :D

01 January 2008, 01:03 PM
But Isnt Unreal engine 3 support that future?Ask Hourences here on CGtalk becuse he is the Unrealengine reference himself.

here is a tread by him

Also he has some very good tutorials on his site,Not sure its what ur seaching for but

you maybe could pm him

01 January 2008, 01:13 PM
hmm... i'm not using ue3^^
but as far as i know many engines use multipass rendereing
(but mostly all of them are for ds and psp, to increase the showable polycount per frame)^^

01 January 2008, 12:55 AM
ahaha, almost finished^^
texturing houses makes me maaaaad .... and my brain is melting (
anyway, here is the progress

01 January 2008, 01:24 AM
I like it, so small textures but so less repeating tiling...great!

01 January 2008, 02:02 AM (
i got rid of this ugly yellowish color

i know, i'm using this technique for environment since always because "blitz3d" supported it
but now the man creating his dx10 engine says "no i've never heart of using multible uvs, such crap finds no way in my engine"
another posibility for blending multible textures together is:
keeping some parts similar and cut in these edges
or using vertexcolors for blend
(these two techniques can be used both at the same time :D)
but the result of both isnt as cool as a blendmap

01 January 2008, 08:51 PM
i like this building, but would think about adding a few A/C units to a few of those windows.
it would break up the look of all the windows looking the same.

unless this is pre-A/C time frame (doubt it seeing those dishes)..
or you could use fans, awnings or even those little flower boxes..

i also liked the yellow tint ... it gave the building wamth.

most engines do support multi maps... but its the ID channels that they cant share.
each diifuse map needs its own Id, just as each normal, spec, dirt, or whatever also needs its own unique id.

01 January 2008, 03:50 AM
since there is no modeling/painting college in my are i decidet to become a coder

and the tests are in 20 days so i think i cant wort on this until the tests are over, so im posting it here for learning porposes or what ever you want ^^
rapidshare link ca 4mb (

01 January 2008, 04:34 AM
I like that water tower at the top.

I think the window textures a bit too.. intense.
And the bits of the wall where it withers to show the brick underneath are a bit too soft imo, making it look really bloaty/cake. Well it did moreso with your earlier WIPs, not so much in the latest. Just thought I'd mention it anyway.

01 January 2008, 07:07 PM
you're right, i changed the blendmap ultil it got dull^^
in about a month i can work on it again^^

CGTalk Moderation
01 January 2008, 07:07 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.