[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/3/ - 3DCG

Search:


View post   

>> No.977826 [View]
File: 1.27 MB, 3182x1825, SOUT.jpg [View same] [iqdb] [saucenao] [google]
977826

>>977804
>You're using simple Materials, without image textures right?
Nah I'll be using materials and stuff, just hadn't gotten to those just yet.
Small details obviously won't show up on the scale of a building, but you can pretty easily get some color variation and stuff in there and some macro details.
I'll just have a few different generic material slots that are shared for every building. One for the main body, 1 or 2 for an "accessory" color, one for windows, one for lights/neon, and another for elevators (seen in >>977798 ). There might be a few other slots on select buildings, though.
I'm sort of taking a page out of the "Ultimate trim" workflow used in Sunset Overdrive, where the textures are all laid out the same way and they can be easily swapped to make different variations (pic related). I won't actually be using trimsheets right now, since this is part of a project with a deadline and I don't have the time to make a bunch of those, but I'll probably set something like that up in the future for this set.

>Good building designs, good proportions
I kinda just loosely based them off of buildings in CP2077. I just no-clipped flied around and took screenshots of interesting buildings. They're not exact replicas, but having images on hand of buildings and different floor layouts is pretty handy to not get a creative block when trying to come up with shit. As for proportions, it helps to have a good baseline of how tall buildings are IRL, so I have a few models of those in the project to compare with. I also kept floor height between 14-20feet. Keeping things consistient is a good way to make the scale seem realistic I think.

Navigation
View posts[+24][+48][+96]