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created Holt House (disgaea 2 concept) W.I.P
on 10-07-2008 07:18 PM
Hello guys, I'm new on the forum and kinda new to the videogame art
this is my first attempt in making my first game set
the concept is from the ps2 game disgaea 2.. I'm not trying to follow the concept 100% I just want to be able to do good texturing and modeling
I don't know too much about what are the main rules to follow when making a 3d game set so any help will be appreciated!
it's supposed to be a low poly model (10k -20k tris) and textures are 1024
this is the conept 
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, null,
8 Posts,
Join Date Oct 2008,
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I'd like to see your colors match the concept more, your stuff is too dark and saturated. I'd like to see your wireframes and texture flats too.
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, Moderator++,
6,683 Posts,
Join Date Oct 2004,
Location Austin, TX
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i agree with what justin said. the 4 towers are too thin, alot of the wood detail in the house could be reproduced by normal maps getting the polycount way down. and maybe some more detail in the texture to get these objects a little more "connected".
but anyway, its turning out really nice, cant wait for updates.
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, line,
78 Posts,
Join Date Sep 2008,
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Also agreein'. Most of the colors are too saturated, so as it feels like there's no real focal point or balance. They're all kind of standing out simultaneously. The geometry also kind of lacks that design balance. You took some details out between the concept and model but it doesn't look like you made up the visual interest that you took out.
I really hope I'm making sense, hehe.
But it's a Disgaea concept, so I still love you immensely.
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, vertex,
42 Posts,
Join Date Feb 2006,
Location Northern Texas, USA
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thanks for the suggestions
I'm trying to follow all the tips provided
here's an update:
I'll post the wireframes and flat textures soon. I had to get rid of the foliage.. since they were a lot of geometry
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, null,
8 Posts,
Join Date Oct 2008,
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i guess youre not going for fancy shader stuff - so you should really work on the materials. there are practically no highlights in there, try to increase contrasts. The wooden planks are too uniform - the scale of the brick wall is somewhat off (pretty large for my taste..)
adding some lighting to the texture also helps a great deal - so try to overlay some gradients, fake in some ambient occlusion etc.
and do me the favour and change this .... green of the grass.
wish you good fun with this, texture painting is pretty awsome ;)
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, triangle,
324 Posts,
Join Date May 2008,
Location berlin
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the basic proportions still look off. Those towers are too small. Cauldron on top is too spherical. window to our left of the door should be centered on that wall. too much orange/saturation in everything.
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, veteran polycounter,
3,848 Posts,
Join Date Oct 2004,
Location Maynard, MA
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model what you see, not what you think you see
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, card carrying polycounter,
2,032 Posts,
Join Date Nov 2004,
Location three oh three.
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OHMMMMMM
rammmmmm
....
Great at starting projects...
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, polycounter,
1,100 Posts,
Join Date Jun 2007,
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You gotta show us the flats soon! Since you say you're new at this there's the chance you've gone about texturing your piece completely the wrong way. Most people who are new to environment art unwrap their piece like it's a character instead of using a series of tiling textures that can be reused for many assets.
Also your foliage was awesome, get it back in there.
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, Moderator++,
6,683 Posts,
Join Date Oct 2004,
Location Austin, TX
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Quote:
Originally Posted by konstruct
model what you see, not what you think you see
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ahh I see what you did there.
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, line,
72 Posts,
Join Date Jul 2008,
Location san francisco
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time for an update:
(textures 1024x024)
I appreciate all the feedback I can get. thanks guys for the help
Quote:
Originally Posted by kio
i guess youre not going for fancy shader stuff - so you should really work on the materials. there are practically no highlights in there, try to increase contrasts. The wooden planks are too uniform - the scale of the brick wall is somewhat off (pretty large for my taste..)
adding some lighting to the texture also helps a great deal - so try to overlay some gradients, fake in some ambient occlusion etc.
and do me the favour and change this .... green of the grass.
wish you good fun with this, texture painting is pretty awsome ;)
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what kind of green you suggest? lighter? darker? and yes I agree the wood. I'm going to try a new texture for it
the grass is temporary, is going to be the last thing to fix, now I'm just focusing first in the house.
I still have to work on the top cauldron textures and overall set.. sigh it takes a lot of time and patience
oh yeah the textures layaout is another thing I should fix.
Last edited by AlexMGD; 10-13-2008 at 08:39 AM..
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, null,
8 Posts,
Join Date Oct 2008,
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Sweet! Like the model, the textures needs more polishing tho. Looks to blurry to me and try adding some shadows or ambient occlusion pass to bring the volume out more ;)
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, spline,
158 Posts,
Join Date Sep 2008,
Location London, UK
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A bit of an update (BUMP...)

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, null,
8 Posts,
Join Date Oct 2008,
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ok it's been a while since I posted here.. been a bit busy and I need to finish this set now! but...
I'm having a hard time making the grass... any suggestion?
(the little pots need to be textured though)

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, null,
8 Posts,
Join Date Oct 2008,
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its looking good, still a bit oversaturated in places, why not copy the grass/plants in the concept, actually the grass in your previous shot looks a little closer to the concept just too bright green.
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, veteran polycounter,
3,899 Posts,
Join Date Feb 2007,
Location UK cheltenham
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