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created blizzard cataclysm wargan House work
on 12-11-2010 01:55 PM
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, spline,
134 Posts,
Join Date Aug 2010,
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Im curious as to how blizzard makes their buildings to they can be walked into so well
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, card carrying polycounter,
2,167 Posts,
Join Date Mar 2010,
Location Were I can art
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what do you mean they just model the interiors into the models. If you have wow installed and are interested you can check it out with the wow model viewer.
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, spline,
134 Posts,
Join Date Aug 2010,
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frell: The collision model is most likely NOT the view model.. like in most games.
hughi: looks nice overall. 
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, dedicated polycounter,
1,571 Posts,
Join Date Oct 2004,
Location San Francisco, CA
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The modeling looks good. The texture on the tree has too much black in the crevices, I'm not sure blizzard uses black for shadows on anything, its always a slightly darker shade of the dominant color.
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, Polycount.com Editor,
13,896 Posts,
Join Date Oct 2004,
Location Seattle, Wa
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Hey all thanx for checkin my work out
and thanx for the cc
so I created the stone texture and UVd it on
Im planing on adjusting the silhouette with the mesh a little
I alos adjusted the tree texture a bit I think the still requires some love let me know what you guys think
as for the scene overall Im planning on placing the house on a hill with a nice painted sky bg any ideas would be greatly appreciated

thanx
Hugh
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, spline,
134 Posts,
Join Date Aug 2010,
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I do love that hand-painted look. Could we see some wires on the tree?
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, spline,
151 Posts,
Join Date Apr 2009,
Location Out of my Mind
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Hey yeah Im really enjoying painting the textures, and I feel like Im learning of cool little techniques
heres the tree wire its about 4k polys

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, spline,
134 Posts,
Join Date Aug 2010,
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Been a little but heres an update
Im planning on putting this in UDK
THe scene Im thinking will be simple Ill have the house on the hill and ill paint the bg elemints on cards
Im trying to think of smaller assets to create and place in the scene with it
let me know what you guys think

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, spline,
134 Posts,
Join Date Aug 2010,
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I like the silhouette on the house. I think the stone work needs some adjustments though.
Mainly the texture needs more value change and the chimney area should be made of a different stone. Maybe brick?
Keep punching up the textures across the board on this.
Also your trees while cool looking are way too dense at 4k
You have some great stuff here. Can't wait to see how it progresses.
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, veteran polycounter,
2,921 Posts,
Join Date Oct 2004,
Location Orlando, FL
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i think this:
http://wiki.polycount.com/VertexNorm...=Vertex+Normal
will help giving the trees a little touch up, as they seem a little messy overall...
also on the treetrunk you should be carefull about the texture.
on some areas the cracks are going along with the growth direction in some its got a 90° to it
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, polygon,
572 Posts,
Join Date Sep 2010,
Location Kiel, Germany
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I don't know about the tree but the rest is looking really slick. I would suggest not so much detail on the branches.. .they look blotchy.
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, dedicated polycounter,
1,685 Posts,
Join Date Aug 2008,
Location Troy, New York
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Hey all thanx for the cc
Jeffro: I def need to punch up and work the textures, I would like to first get the scene done and composition set, and the tree was made a while before this project and I thought it might fit but I Im leaning tword making some new trees that fit better. so I was watching your wind mill and I enjoyed your simple stylized sky did you use any particular ref would love any ideas for my sky and maybe some cool ideas on how to paint it
xxmorph: that looks awesome any way to do that in maya cause I have no idea how to rotate my vertex normals in maya
glottis: thanx yeah as I stated above Ill be creating new trees for the scene that fit with the painterly feel
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, spline,
134 Posts,
Join Date Aug 2010,
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I want to see the Textures!
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, polycounter,
780 Posts,
Join Date Oct 2008,
Location Berkeley, CA
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The sky I painted by looking at a boatload of reference.
This tutorial helped a ton as well:
http://www.androidblues.com/cloudtut.html
It's really just playing around with colors and figuring how to make the sky help accentuate the work you're trying to show off. I didn't want my scene to be to busy. I'd suggest something stormier for your scene though. Maybe give Monster House a rent or just check out the always awesome Chris Appelhans site http://www.froghatstudios.com/mh/mh_page2.html for ideas.
The texture right now just seem very flat and lacking any lighting. You need to fake depth in the to an extent (shadows and highlights to give the illusion of depth).
EDIT: In Maya to go Average your vertex normals. No idea if that will work but it's work a try.
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, veteran polycounter,
2,921 Posts,
Join Date Oct 2004,
Location Orlando, FL
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Hey all after looking around online and little found on vertex normal editing in maya I think I found an awesome way to edit them so I made a video let me know what you guys think
and here are my textures so far I haven't made normals dono if I want to maybe just for more shape but well see

would love cc and tips
again thanx all
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, spline,
134 Posts,
Join Date Aug 2010,
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if you want this to look like warcraft, you have to make it look way older, lower res, less interesting, and more brightly colored....like a nintendo 64 puked up a rainbow.
>_>......
seriously though, this is looking like a good start. You have a lot more information in certain areas, such as your trees than I've seen in WoW. The textures also feel more..rounded and cartoonish, less etched than that of Wow. Try increasing your mid-level contrast, sharpen some edges within your textures, and work with more scratch-work and highlight painted into edges.
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, spline,
218 Posts,
Join Date Apr 2009,
Location California
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I'd love to see how this turns out when it's done, keep it up fella!
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, line,
74 Posts,
Join Date Oct 2010,
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hey hugh,
cool video for the vertex normals, that's a really neat way to solve that issue! And i agree with jeffro about the textures man. It's a good base but you could def push them more. Keep it up man
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, spline,
168 Posts,
Join Date Feb 2009,
Location Chicago, IL
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http://tinyurl.com/357tmbq
http://tinyurl.com/34d49u8
on the second link go to the first search result, scroll down all the way...
i think thats all you need...
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, polygon,
572 Posts,
Join Date Sep 2010,
Location Kiel, Germany
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Looking at your flats there are a few things you're missing.
You aren't defining the planes of the texture clearly. Everything is smoothed together. It's ok to have sharp edges on a texture to define something on the texture.
You are not working sharp enough to warrant that resolution. Like natetheartist said knock the textures down to a smaller resolution and work with a 1 pixel brush (or don't be afraid too).
The windows need more detail, like glows coming from inside or drape silhouette would be great.
EDIT: Great find about the normals, thanks for the video!
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, veteran polycounter,
2,921 Posts,
Join Date Oct 2004,
Location Orlando, FL
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Great looking stuff all around man!
Keep it going!
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, triangle,
439 Posts,
Join Date Jun 2010,
Location Willing to relocate anywhere
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How did you make that grass?
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, card carrying polycounter,
2,167 Posts,
Join Date Mar 2010,
Location Were I can art
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hey all back from chi town and on my comp to hit the work
hope everyone had a good holiday
natetheartist: yeah i had that tree before this project and I took it out and made some new ones that fit a bit better, Im still planning on going back to my textures to make them better. I just want to get the scene together first with the colors so I can tweek things
Don Karnage: thanx I kinda want a some what finished piece for this thursday so we'll see...
but even after that ill continue to work on it
wretchedgoat: I still ow you a beer, sorry my last nights were with the girl you know..
get that frog out its lookin bad ass
jeffro: yeah I def need to work the textures ill prob get to that tmr
Andrew Mackie: thanx im on it
frell: just used a round brush with opac and stroked away with a grass image on my other screen to look at now and then, actually I kinda started over twice cause I didnt like how it was turning out but finally got this and I think its ok
any who so heres my up date I got it in UDK finally

as always let me know what you guys think
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, spline,
134 Posts,
Join Date Aug 2010,
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looks nice . I would say tighten up the color scheme. Make it more WOW-ish. Maybe give the sky a little bit of a pink hue and make the grass bit more yellow. Sth like that.
Also: the sky is not bright enough for the illumination its giving IMO.
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, triangle,
387 Posts,
Join Date Jun 2007,
Location Germany
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