Thursday, October 3, 2013

Week 6 Update - General Store

I'm getting pretty tired of modeling buildings now.  This week I spent 13 hours on my general store, which is the major object of this semester's work.  I completed the actual structure of it and I will have to start filling it with random stuff pretty soon.




My normal map is the the most extreme one I've ever used, and at some parts it looks a little too bulgy.  Another problem I have is the lightmap in UDK.  I'm trying to keep them pretty small, but there was a lot of bleeding in the shadows.  Directly under the overhanging roof, there is a bright strip on the wall.  It looks really weird.

In making this building, I tried to practice more UV stacking.  I built half the building and mirrored it over.    There are 7 pieces of textures for the walls, which includes inside and outside.  I still find myself using the same piece of texture more than once in the same texture map.  I think I'm just scared of messy UVs, but I think it could help me on texture space to overlap even more.

I started building a shelf and a nail to put objects on within the store.  I think I am going to try and furnish the whole store with these types of pieces using one single texture map.  Like the shelves, nails, boxes and hooks all sharing UV space.


To finish the major buildings that I currently have, I have to do the bank and the post office, which include insides that can be seen through windows.  I am a little worried that I can't finish those and the inside of the general store by my deadline of November 7.  I will see where I am a little later, but I may change my goal to get the buildings and minor objects done separately from the inside of the general store.  So I might do the wagons, cacti, graveyard and other such objects done by November 7, and fill the store by mid-December.  There are just so many small things in the store and I want it to look legitimate.



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