Warehouse (low poly with textures)


#2


#3

no image attached


#4

Playing around with pallet textures.


#5

More texturing and experimenting with lighting.


#6

Adding some textures for low poly boxes


#7

Filler objects


#8

What happened after the 2nd picture?

It looked ok, and now it looks worse?


#9

I know what you mean. I turned off the 100+ skylights to save rendering time, they’ll be back tho.

Some crates. I’m happy with how the bump map is looking, the textures are mapped to a 6 poly (quads) box.


#10

Boxes on boxes…


#11

Looking good, what is the noise on all these pictures? Is it from a viewport?


#12

Thank you. The grainy look comes from having the number of uv samples emitted from area lights dialed down to make it easier on my computer.

I’m modeling from a 5 year old laptop, when it’s time to render the final shots I’m going to copy files to my fiends pc that is much more powerful.


#13

This looks good man!

Are you taking this into a game engine?


#14

He should :wink:


#15

Thanks guys:) I don’t have any specific plans for taking it into a game engine yet but that sounds like a good idea! I think it could make a fun FPS map.

Still in it’s early stages but I’m happy to see some color happening.


#16

One thing that I would recommend is adding a forklift in background to draw the eye further back into the warehouse.


#17

Thanks, eliomans! I’ll do that, it sounds like a great idea.

I removed the roof for a moment to make the scene easier to navigate, and to simplify the lighting so I can up the render quality a bit.

The slim green boxes are my reference for the size of a person.
And the other green parts are just waiting on textures.


#18

More progress pics


#19

Closer to finish:)


#20

I’ve followed along with your progress, (…when I happened to catch your project, after being bumped) hence appreciate the on going effort you’ve put in, up to this point.

As an arch-vis Transport Logistic leaning WIP its not really something you get to see here often enough, usually more on the high-spec domestic/office building interior/exterior side of things, which in my opinion uniquely in & of itself sets this thread apart.

Anyways as a “day job” over a span of 15yrs experience, working in similar industrial environments, so from that premise prior to offering critique, and if I may a couple of queries:

  • from my understanding, this is essentially an exercise in realism low poly, modelling/material surfacing?

  • and as a resource, are OEM images referenced in generating this interior or own interpretation approach?

PS:
As an aside I also agree with the earlier comment, implementing a real time rendering solution, if anything will optimise processing overhead via an entry too mid level PC.


#21

Hi, Sacboi. Thanks, I’m glad you followed the project.

Yes I wanted to be able to use the final product in real-time game engine driven environments. My goals were very loosely defined but I knew I wanted to go with low poly and get as much detail as possible out of the textures. So I ended up adding Normal Maps.

My approach to the design was inspired by one picture of the interior of a warehouse. Unfortunately I couldn’t find anymore photos of the same building so my source for the design was random pictures of other warehouses, and my own interpretation.

I was able to download Unity3D 5, the personal free addition, and import the warehouse into it. Here’s a video of what I have so far:

https://www.youtube.com/watch?v=T1WY5_0oD3c

I heard Unreal engine 4 is also free to use so I’ll most likely be trying that soon!