I’ve never done any game art before, so I am going to give it a try.
I’m going to do an interior gothic courtyard based on Isabella Stewart Gardner Museum.
I have no idea of what I’m doing so this should be at least a learning experience.
UGAC - Master Chamber - PeterWildman
So this is the basic wall structure I’m going to use. I haven’t done any of the ground elements yet.
I have a couple of general questions maybe someone could answer for me. Do all objects need
to be closed? I mean if there is no chance of a player seeing the back of something can you just have a onesided plane? Are there co-planer issues in game engines? For instance I have a side plane to the doorway that is against the wall plane. Should I keep that, or delete it leaving an open object or should I attach and weld them? Sorry I know these are proably really basic questions. Also if you see anything else that I’ve done completly wrong (other than my spelling) please let me know.
Went and checked out a picture of the Isabella Stewart Gardner Museum. Your model’s going to be beautiful. Are you planning on modeling the plants as well as the architecture?
I’m not really sure yet. It really depends on how efficiently I can model the space. You dont happen to know the answer to any of my questions in my second post do you?
No to both. Co-planar isn’t usually a problem, and objects don’t need to be closed (unless you were using stencil shadows like in Doom3)
it could be the angle but i think the lower archways are too low, don’t know if this is intentional. if their meant to act like “windows” and not a means for people to come in and out, then ok. what throws me off is when you look at the first steps at ground level they seem to go into the archway. anyways if these are not meant to be walk through you might want to put decorative fence/grate, of course you probably thought of this.
That directional light makes it look like it is outside. It really looks like the design you have here is going to be a lot of fun to light, I am excited to see what you do with it.
I think that outter rim within the walls, where it is raised up, is too short. Maybe if you had it step down insted of up to maintain having different levels without messing with all those staris you built.
So here is my first piece of Game Art! Pretty exciting. I’m going to try and do so more work
to the newel posts.
Is it possible to keep the the uvws for one piece of the geometry?
So I can make a high res mesh of that and just paste the normal map together in photoshop?

Looks nice! Can’t see any tilling at a first glance. Is there any? How big is your map for it?
you don’t actually have to uv the high-res model at all. the high res doesn’t even have to be a single object. if you have overlapping uvs though, when you go to generate the normal map, it usually helps to move one set of the overlapping uvs. i usually make a copy (not instance) of the object, move the uvs as needed, and then generate, and apply the normal map to the original model.
I’m using the bottom half of a 1024. I think I can use the same map for mutiple objects?
Thanks Andrew, That makes a lot of sense and seems easier than I originally thought.
You can, but if you ever want to reuse half without the other half for something else you would probably end up braking them apart later. As long as you stay in the power of 2 with your texture sizes you are okay, so a 512 x 1024 or 256 x 1024 (and so on) is okay and you are only using 1/2 of a 1024 and you can use the other half for a tile if you want/need to.
Its looing good so far, keep at it.
This is looking sharp so far. if each texture will look like that than this is going to look ace once finished.
Just got back from SIGGRAPH. Looks like I have some catching up to do. Hopefully I get some stuff done this weekend
Are you going to be able to complete this by the deadline of August 17th? If not, there is a vote in the Rules thread about extending the deadline by a week if it will help you complete this!
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i like the ideea, it’s like a map of Counter-Strike
good luck 
