View Full Version : Game Poly Building
05 May 2010, 05:23 PM
Hey everyone I just wanted some feedback on a building I have recently been working on. What do you think about the texture, and if you know of any better ways of doing things it would really help, thanks.http://i809.photobucket.com/albums/zz19/kevinbrunt456/Building.jpghttp://i809.photobucket.com/albums/zz19/kevinbrunt456/Building_second.jpghttp://i809.photobucket.com/albums/zz19/kevinbrunt456/building_1024_Texture.jpghttp://i809.photobucket.com/albums/zz19/kevinbrunt456/Building_wireframe.jpg
05 May 2010, 09:17 PM
Looks pretty neat to me, nice texture.
I can imagine the building in a game already, maybe for a maffia game of some sort, like a godfather game.
Some small crits:
Maybe the walls could use some more definition of the texture. A bit more grain, something like plaster or sand. Or some bricks coming out from underneath the plasterwork, where the plaster on the walls has decayed from aging. I don't know if it's best to do that in the current texture. Since it's tiled, those bricks would also show up multiple times, which could be ruining the effect.
Are you going to make a specular map for it?
It could give the materials better definition as well.
05 May 2010, 10:22 PM
It's a nice and clean model which is very good. The texture work itself is nice. The whole building sits together well.
What I am going to offer as a suggestion would be related to how you have approached texturing it. With the method below you would be able to create larger buildings and that one with less geometry.
As it is now you had to make a cut every time you wanted to tile a texture.
As you have modelled in the windows you could have had the windows on one map. This could have been just 2 types. The ledge/cornice details and awning etc could also share this map.
The walls could have been mapped by 1 single tiling texture for the grey/brown areas and another for the green areas like the section in the centre of the map.
In the end you'll have 1 X 512 with windows etc, 1 Grey Wall and 1 green 2 X 256 textures. This would allow more flexability for modifying the model or creating variants.
Also the specular map would benefit the windows.
05 May 2010, 08:12 PM
It looking great, The front door seems to be a little small compared to the windows on the 2nd and 3rd floors. Your UV map looks pretty good but could be more efficient. Try to get every bit of resolution out of your UV space. Keep up the good work.
05 May 2010, 08:12 PM
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