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Thread: [WIP] 1st Map Attempt!

  1. #31
    3D Modelist nick3d's Avatar
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    Re: [WIP] 1st Map Attempt!

    E: what type of images show the detail, because iv been using jpeg and its making it look shit
    *Bump*
    Hehe
    You like zee car :P
    Hunter had advised me to put a fountain on the drive, so there you have you also get my fantastic Audi TT lol
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  2. #32
    Senior Member Hunter's Avatar
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    Re: [WIP] 1st Map Attempt!

    I was thinking a bit more like this:


    But a fountain instead of foliage.
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  3. #33
    3D Modelist nick3d's Avatar
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    Re: [WIP] 1st Map Attempt!

    Hey all, needs a bit of a bump, aint been able do that much on it, but got my roof done, took a fair bit of doing to be able get all the angles correct, but thats the roof. im going to start on the interior soon, then im going to put a swimming pool out the back, aswell as a swamp on the left (of the entrance) but quite far back, but it will have barricades so you cant go so far, im also going to add a forest around the swamp, not a big forest but a fair sized 1, i am also thinking of having a small cave on it aswell, to get from 1 side of the map to the other.
    Whatcha all think?
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  4. #34
    Senior Member Hunter's Avatar
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    Re: [WIP] 1st Map Attempt!

    The reason you are not getting any crit is because there is not really anything to crit on. Cant see detail due to the render - blurry.

    You could also make the model fill the render, as there is a lot of black. make your renders, 1000x750.

    Crit: Make the drive walls more round instead of like a hexagon shape, unless that is the desired effect. Maybe a BIT fatter as well, the bricks seem very thin. If you finish it first then people will post more crit, if they don't then it is fine to put in-game.

    Also, upload a good wireframe.
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  5. #35
    GLORY TO ARSTOTZKA rossmum's Avatar
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    Re: [WIP] 1st Map Attempt!

    You have a ridiculous amount of sides on the curved portions of the wall and the pillars (or at least it looks like it, between the shitty render quality and the even shittier jpeg compression I can't really tell for sure), yet the wall around the fountain and driveway look like they just took a step out of the nineties. Either make all the curves jaggy, or make them all smooth. Just get the damn things consistent.

    I'm hoping the reason we could see what looked like double walls is that you have backface cull turned off for the viewport. If not, and you've actually backfaced those walls, delete the backfaces before you do anything else. They won't be seen ingame, there's no need for them. They're a waste.

    Honestly this is one of the most schizophrenic models I've ever seen. It's like you can't make up your mind whether you're modelling for Quake 1 or Crysis, there are jarring shifts from redundant detail to no detail at all right across it.
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  6. #36
    3D Modelist nick3d's Avatar
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    Re: [WIP] 1st Map Attempt!

    There is no specific game which i am modeling it for, i made that 1 straight to everyone, there are no backfaces on the model, all the walls you see will be seen in game, i know about that shit because thats what iv concentrated on mostly. and yes i admit that the pillars are a bit high poly, but it will take too much effort to bring them down now that iv done the roofing, the roundabout, is going to be redesigned, once iv got my life back on track, been having alot of problems

    E1:
    And about me using Jpeg's, what image file is best for renders???

    E3:Ignore the lines between the floors, they are there because each floor is seperate until i do the interior, and that way its easier for me to work with, and to show you all the renders of it

    E2:
    Wireframes for you all...

    Last edited by nick3d; June 15th, 2009 at 09:28 PM.
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  7. #37
    GLORY TO ARSTOTZKA rossmum's Avatar
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    Re: [WIP] 1st Map Attempt!

    It matters bugger all what it's being made for, consistency is crucial. Get that fixed before you do anything else.

    For rendering, either use jpegs with no/little compression, or PNGs with little compression.
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  8. #38
    3D Modelist nick3d's Avatar
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    Re: [WIP] 1st Map Attempt!

    Quote Originally Posted by rossmum View Post
    It matters bugger all what it's being made for, consistency is crucial. Get that fixed before you do anything else.

    For rendering, either use jpegs with no/little compression, or PNGs with little compression.
    Its just for practice, its not going in game whatsoever, i don't want it go in game, if i was to choose a game for it too go in, it would be call of duty.

    But there are no mods for call of duty so therefore it wont be going in game... Or is there???

    Is my poly count too high for what iv done or would you say that its about right???

    And lastly have i been doing my edges right, like the technique iv been using for lowering my poly count???

    Thanks for the Criticism will take everything in account.
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  9. #39
    GLORY TO ARSTOTZKA rossmum's Avatar
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    Re: [WIP] 1st Map Attempt!

    The whole point is that it's too high in some areas and too low in others. I'm saying you need to even it out, which means axing the overdone edging in some areas and reducing the number of sides in some of the less important curves so you can add some detail where it's needed.
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  10. #40
    Cancer paladin's Avatar
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    Re: [WIP] 1st Map Attempt!

    the cylindrical part of the roof would not look like that.

    and for being 3 stories, the house looks very short... is there 16" between floors? or are all your ceilings 7' A house that size would undoubtedly have 12' -16' ceilings in the great room and foyer.
    Last edited by paladin; June 15th, 2009 at 11:53 PM.
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