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3 Dimensional Chat / House / Tavern / WIP

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jblack
16
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Joined: 29th Jan 2008
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Posted: 4th Apr 2008 04:18 Edited at: 4th Apr 2008 04:20
The model is relatively done, other than adding props, etc. The texture, obviously by looking at it, needs some more improvement, but for being roughly my 4th or 5th building model, I think I did well. The textures are 90% self done, some were used off the internet, and I edited them to my liking. I noticed I left the borders all alot bigger than they needed to be, so that's one thing I need to fix. I also need to fix the windows and possibly add a little more detail to the bricks for the upper part of the building. ( !!! It's only 197 polies !!! )


The first four pictures are different views of the building, and the last one is the texture of the building.









MikeS
Retired Moderator
21
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Joined: 2nd Dec 2002
Location: United States
Posted: 4th Apr 2008 07:14
Very nice fundamental low poly modeling. Not too many more comments I can add. Overall it is visually appealing for what you are trying to achieve in a low poly model. Nice work. I hope you can continue to expand into more structures and pursue more detail as you mentioned.



A book? I hate book. Book is stupid.
(Formerly Yellow)
jblack
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Posted: 5th Apr 2008 03:35 Edited at: 5th Apr 2008 17:51
^^ Thanks for the comment. This model will be free in a model pack once I finish the pack for whoever wants it. I just request that if you use it that you put my name in your project somewhere. I have to finish some more buildings though. I might do interiors if I really have the time.
AlexK
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Joined: 23rd Mar 2008
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Posted: 5th Apr 2008 13:19
I like it. As MikeS said there's not much to say other than it's a good low poly result for what you're wanting to do.
If I were you I would save up some work and wait to realease like a 10 building model pack. Would bring you more fame and glory :p
AndrewT
17
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Joined: 11th Feb 2007
Location: MI, USA
Posted: 5th Apr 2008 19:58 Edited at: 5th Apr 2008 19:58
Very good, my only comment is that the blurriness of the roof's texture kind of contrasts with how sharp the wall textures are. You might want to figure out a way to size up the roofing texture, but other than that I like it.

90% of statistics are completely inaccurate.
KISTech
16
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Joined: 8th Feb 2008
Location: Aloha, Oregon
Posted: 5th Apr 2008 21:41
Yes, considering the relative size of the windows and arches to the roof tiles in the roof texture, if you don't stretch the roof texture as much it should look better.

Much better than anything I've managed to do..

jblack
16
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Joined: 29th Jan 2008
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Posted: 6th Apr 2008 01:53
Alright I updated the roof, maybe it looks better now, also I have another building to show off!


The first one is the updated building. The second-fifth are renders of the new one, and the last one is the texture for the new one. The texture for the roof on this one is just a little bit easy to notice that its tiling...but the rest of the model works rather well.











Psycho Psam
16
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Joined: 3rd Apr 2008
Location: Western Australia
Posted: 6th Apr 2008 07:31
Great work and well done on the change to the roof. I particularly like the extra detail you've put on the walls of the second building such as the moss and highlights. Putting grime and moss on the tudor house would add more realism too.

But all in all, I agree with everyone else - this is a perfect example of a low-poly building.

My only criticism is that the 2nd building's UVs don't full utilise all the space available in the texture - the space in the bottom left of the texture could be used for the textures.
jblack
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Joined: 29th Jan 2008
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Posted: 6th Apr 2008 23:05 Edited at: 6th Apr 2008 23:54
Yeah I knew someone would notice that. That's actually where the bottom of the models faces are, I just painted them black, I have yet another model coming up in a second ill edit this post in a minute


Alright here they are, as usual, 4 regular images and the texture









Astro Chickster
User Banned
Posted: 15th Apr 2008 14:45
Any chance of a download?

Must... kill... husband...'s obsession with star trek!
jblack
16
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Joined: 29th Jan 2008
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Posted: 17th Apr 2008 07:09
Let me finish my little altar I'm making. I kind of stopped modeling for awhile to go out and play bball with friends...every night. I'll finish the altar and then I'll put all these in a pack. I'll also add a sketchy little man that's already rigged. 2moro I have to perform with my band tho...
Oolite
19
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Joined: 28th Sep 2005
Location: Middle of the West
Posted: 17th Apr 2008 16:54
A bit of variation around the textures would be nice, they look really repetitive. You should also try to use the most out of the space given in the UVW maps, i see a lot of areas that could be improved and given more detail.

Satchmo
19
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Joined: 29th May 2005
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Posted: 18th Apr 2008 06:16
Textures need work, model looks nice though.


jblack
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Posted: 25th Apr 2008 03:12 Edited at: 29th Jul 2009 03:44
-- Edit - deleted
RUCCUS
19
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Joined: 11th Dec 2004
Location: Canada
Posted: 25th Apr 2008 19:40
Just a tip, if there are faces you know wont be seen (like the bottoms of those buildings that you painted black), there's really no need to have them take up more than 1 pixel by pixel of space, especially if you're just putting a plane colour on. So just resize the bottom uvs to 1 px x 1 px, and throw it in the corner of your uv map, or ontop of something else. Then use that extra space for the other uv's.

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