[Static Model] Pitched Roof Apartment [WIP]
Posted: 2012-03-05 04:19
I wanted to help some more and decided to try my hand at something slightly more complicated than my last model.
Taking inspiration of Vadso's google street view, and the reference images provided by the Norwegian faction (although they're quite low resolution/low detail), I came up with the following.
I have subsequently been asked to make an enter-able variant which I'm currently working on. So far I've only had to use Vadso's exterior texture as an external sheet, the rest use the current PR pallets. As you can see the apartments aren't welded to each other as I only work on the bottom left (front) and then clone it for exports/SS so I don't have to do 8x the work. At the end I'll be welding the vast majority up, saving on tris and giving a cleaner looks overall.
Information:
Roughly 16mx34mx14m
~4000 polygons LOD0 without the enter-able component. I suspect this will push to ~5000+ afterwards. Heavy optimization possible, especially in LOD1-3.
Pictures:




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And what it looks like [WIP] when lightmapped in the editor

===
I would specifically like texture advice [especially for the windows] and advice on what simple models I should put in the interior of the apartments (keeping in mind I'm trying to keep the textures as generic as possible... I already have 6 materials used). So far I'm thinking a kitchen counter and maybe shower area in the bathroom.
Taking inspiration of Vadso's google street view, and the reference images provided by the Norwegian faction (although they're quite low resolution/low detail), I came up with the following.
I have subsequently been asked to make an enter-able variant which I'm currently working on. So far I've only had to use Vadso's exterior texture as an external sheet, the rest use the current PR pallets. As you can see the apartments aren't welded to each other as I only work on the bottom left (front) and then clone it for exports/SS so I don't have to do 8x the work. At the end I'll be welding the vast majority up, saving on tris and giving a cleaner looks overall.
Information:
Roughly 16mx34mx14m
~4000 polygons LOD0 without the enter-able component. I suspect this will push to ~5000+ afterwards. Heavy optimization possible, especially in LOD1-3.
Pictures:




===
And what it looks like [WIP] when lightmapped in the editor

===
I would specifically like texture advice [especially for the windows] and advice on what simple models I should put in the interior of the apartments (keeping in mind I'm trying to keep the textures as generic as possible... I already have 6 materials used). So far I'm thinking a kitchen counter and maybe shower area in the bathroom.

