View Full Version : Tower - Environment Modeling W.I.P.

08 August 2010, 02:30 PM
Hi ! So I've started modeling this Tower, and even though right now I still know what I have to do on it, soon I'll get into a phase where I'll need every bit of help anyone can give, related to how I can make it look nicer.
You can start now if you wish.

08 August 2010, 07:24 PM
Too early for crits from me at least. Good silhouette, interesting proportions. The only thing so far that I fear is that its going to be low poly...add more polygons.

08 August 2010, 08:19 PM
Too early for crits from me at least. Good silhouette, interesting proportions. The only thing so far that I fear is that its going to be low poly...add more polygons.
Good idea, thanks for the tip :thumbsup: I was going to add many, but it takes me a lot of time.. there's plenty of space for improvement in means of productivity for me

08 August 2010, 12:07 AM
Hey ovinet,
Like Jake said its to early to critique, and adding more polygons in the right places will give it better shape. Are you using anything like a low poly character or something to make sure everything is to scale? even though you might only model the outside of your tower, imagine a character walking through the door and would it be big enough inside for your character. Also what kind of reference are you using, looking up some rock reference for your foundation of your tower will help out too. Your tower also looks very symmetrical, break it up a bit. Hope this helps.


08 August 2010, 02:04 AM
I think more geometry in the stone-base area would make it looks more defined (assuming that IS a stone base! :D ). And I also agree: the tower looks a bit too symetrical.

08 August 2010, 07:10 PM
Hi all ! Thanks for your comments.
@Ober - Yes, I'm using a standard human male model of average size to keep everything in scale.

I'm done with the modeling in Maya, what's next is UV Mapping and the detailing for Normal Map.
At this moment there are probably too many parts, some of them will be removed, I made them to extract a normal map. In the base are, I already extracted a normal Map and I applied it, but rendering with Ambient Occlusion ignores normal maps..

That's how the scene looks now :
Suggestions are very welcome !

Also a view from the viewport :
Viewport screen 1 (
Viewport screen 2 (

All the best, Ovidiu

08 August 2010, 10:24 PM
Hi. I don't understand the roof or the proportions of the tower. Seems to be too many beams for the roof and is that an open area a person stands under? Going by the size of the door, the whole thing looks to small/narrow for anyone to have reasonable room inside. The walkway up to the tower also look a tad steep. Interesting style though.

08 August 2010, 05:09 AM
@Shade01 - What roof you're talkin about, the one with 4 corners up ?
The walkway is meant to pose some difficulty, because one has to clamber.. It's like a test for the one who want to get to the tower.
No, there's no open area.. I don't know what you're talking about
As for the scale, I don't know, but I tested it quite much with the human model I have there, and it seems reasonable in every area.

Thank you very much for your comment.

08 August 2010, 05:24 AM
looks good, reminds me a lot of jack skellington's house.

08 August 2010, 11:34 PM
Hey Ovinet, looking pretty good! I have to agree with Shade01 about the roof. It's the roof that is at the highest point in your image. It looks like it is covering a watch tower of some kind where a person or two can stand and be visiable from the outside. The issue I have is that it is so thin! Even if we are not going to get to close to it we need to see some thickness to it. You could extrude the polygons on the top to get an edge along the side of the roof and then delete the top polygons if no one is going to see them.

Other then that, I like it a lot! Can't wait to see the textures on it!!

09 September 2010, 06:01 PM
sorry for the long delay, I made other work too, and progressed with this one.

I done the detailing job in Z, here come photos of the high-poly models:

The rest of the texturing work will be done with Photoshop.

09 September 2010, 03:26 PM
I like the style of the low poly. I think breaking up those straight edges on the tower in the low poly itself will add a lot more visual interest to the piece.
I would also sharpen up the stone work (bricks, etc..) in your zbrush pass. I understand they were weathered, but i have a feeling that you would still find some sharper and flatter stone work on the tower, unless that thing has been standing in a snowstorm/heat/heavy rain cycle for hundreds od years. Flatten brushes, clip brushes and polygroups are your friend in Zbrush :)

10 October 2010, 06:19 PM
Thanks Autarkis for the comment.

Kind of finished the work, here are the screens :

screen1 (
screen2 (
screen3 (
screen4 (
screen5 (
screen6 (
screen 7 (
screen 8 (
screen 9 - normal detail (
screen 10 - normal detail (
screen 11 - normal detail (
screen 12 - no textures (
screen 13 - wireframe 1 (
screen 14 - wireframe 2 (

10 October 2010, 03:13 AM
Looks pretty good, but you need to get some beauty renders with shadows, AO, etc.

10 October 2010, 04:16 PM
Looks pretty good, but you need to get some beauty renders with shadows, AO, etc.

Alex McGilvray
10 October 2010, 05:35 PM
Love the composition and final result, great work! I wasn't too sure during the texturing phase but I'm sure now :beer:

CGTalk Moderation
10 October 2010, 05:35 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.