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Submitted on
January 14, 2012
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Countryside House by amaterasu111 Countryside House by amaterasu111
My first project inside the UDK game engine.

Modeling: 3ds max
Texturing: Photoshop
Rendering: UDK
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:icon543bs0za:
543Bs0Za Featured By Owner May 22, 2012  Professional Digital Artist
great work again
diffuse, normal and spec right?
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:iconamaterasu111:
amaterasu111 Featured By Owner May 22, 2012   Digital Artist
Thanks! :D Yes there's diffuse, normal and spec but my shader is crappy for this piece, (that was my first work on UDK) I should redo it.
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:iconjasoncatalyst:
JasonCatalyst Featured By Owner Mar 7, 2012
I need a good artist to partner up with. Check out the current project: [link]
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:iconamaterasu111:
amaterasu111 Featured By Owner Mar 10, 2012   Digital Artist
Thank you for the invitation but I'm really busy right now so I can't accept any collaborations even if I'd like very much to. I hope you'll find someone to help you! :)
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:iconwrshredder:
wrshredder Featured By Owner Jan 21, 2012  Professional Digital Artist
That's really good for first project!!
Dont be afraid of the polycount, if youre modeling for a pc you can easily double or triple that. Modern pc:s can handle ridiculous amout of polys. Texture sizes are more often bottlenecks..
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:iconamaterasu111:
amaterasu111 Featured By Owner Jan 21, 2012   Digital Artist
Thanks a lot!

I know but here it's a video game asset so I highly doubt two or three times the amount of poly would be okay in a game engine with all the other elements composing a background.
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:iconwrshredder:
wrshredder Featured By Owner Jan 23, 2012  Professional Digital Artist
It's totally ok. That's why current game engines have LOD / Occlusion Culling etc..
Here's a good example:

[link]
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:iconamaterasu111:
amaterasu111 Featured By Owner Jan 28, 2012   Digital Artist
Ok I'll remember it! Thanks for the advice and the example! :)
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:iconshogun-3d:
Shogun-3D Featured By Owner Jan 17, 2012  Professional Digital Artist
This is really not bad at all for your first project. Tricount is good but I think you can even be more generous and add bevels to areas like the corners of the walls and chimney, so theyre not so sharp. Also, I think your reliance on the normal map for the wall is a little too heavy, makes it difficult to tell what type of material it is. The roof could also use a bit more tiling, and be sure to pay attention to the scale of your windows. Nice work!
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:iconamaterasu111:
amaterasu111 Featured By Owner Jan 18, 2012   Digital Artist
Thank you very much for the advice! I didn't dare to raise the tricount too much because I'm still having a hard time figuring out the limits you should have when modeling for a game environment.

I'll definitely fix the normal map and the roof. For the windows I wanted them big but I guess you're right, they are too big!
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