Here the model from the sketch. Without textures at first, cause I dont know whether the Engine can import the attached Shaders/Textures or only one texture that will be overstrech about the mesh. Currently 1250 Triangles and 672 Polygons (Ngons (Quads)). The renders are without any phong shading, so theres no fake with smoothing of messy edges. Really invisible faces are deleted (e.g. chimney ground polygons).
I found some really fitting textures. License:
(c) 2Textured.com
The texture is free to use for any personal or commercial work. However, the texture may not be resold or redistributed on other texture sites.
(c) 2Textured.com
The texture is free to use for any personal or commercial work. However, the texture may not be resold or redistributed on other texture sites.
Some more:
stonebase.jpg - (c) LuGhertexture.com, Textures can be used freely in commercial or personal works
wood.jpg - (c) Ben Cloward, Textures can be used freely in commercial or personal works*
* if we finally use it, the author would like to be noticed. We want to respect that.
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The colors might not fit together yet, but I liked the texture of the texture, especially of the wood-one.
stonebase.jpg - (c) LuGhertexture.com, Textures can be used freely in commercial or personal works
wood.jpg - (c) Ben Cloward, Textures can be used freely in commercial or personal works*
* if we finally use it, the author would like to be noticed. We want to respect that.
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The colors might not fit together yet, but I liked the texture of the texture, especially of the wood-one.
mh I really like it. It's not perfect... but I think it's really good :).
And heres the first texture test. Yes I know, the bumps are creepy (cause of failing to understand to work with Normalmaps...), theres some heavy mistakes, but its just a cinema4d-internal shading test, the modell is not unwrapped so far. I want to know, how the textures fits together (especially the saturation).
Cause the Phong is at 1°, normally it's 80° and so it looks roundet. But I dunno how the engine support such features, so I took the worst case ;)
Good, I think that is okay for ingame graphics, isn't it? But, these shutters (Fensterläden, you don't have too look that up.) are not so good looking anymore. They're attached without any indent, I had to guess what it was.
It looks great. :D
But one question: how do you produce these soft shadows near edges?
But one question: how do you produce these soft shadows near edges?
Ambient Occlusion. But for Ingame models I bake that effect on the textures...later.
Looks pretty good! Also I would suggest to make the roof black or very dark rather than "blond". It's obvious that the wood texture is more rough than the others - but keeping in mind that the final model will be about up to 300x300, it's good. As Cäsar said, the window is somehow missing a frame now.
How is research with normal maps going on? I think it is possible to replace all details on the front wall with a normal map.
How is research with normal maps going on? I think it is possible to replace all details on the front wall with a normal map.
I ask in an external forum for some help with my normalmap problems. Seems to be, we'll find a way, maybe this weekend I can present some results.
Regrettably, Nachtfalter lost the model file. Any takers for a low-poly model?
I´ll make it a bit more lowpoly then upload the model if you like it
Edit:
The model is uploadet
I hereby license the following file(s) under the CC-by license
Edit:
The model is uploadet
I hereby license the following file(s) under the CC-by license
Attachment: cabinoc.blend (171k)
Please upload the model always when you modify it etc. There is no harm with that and it secures us from losing any models. (like in this previous case)
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