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Submitted on
May 1, 2013
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Watchtower by BoChicoine Watchtower by BoChicoine
Hey guys,

For this one I wanted to try modeling a low-poly medieval watchtower that could be used in a game and this was the result. Definitely my fastest turnaround to date as I'm getting to grips with the workflow and settling into hand-painting textures. I did use a couple of my existing ones from previous models and modified them.

The final result could probably be optimized better, like the rocks are around 200 polys... but overall I'm happy with the final result :)

Enjoy and don't forget to comment!

*Edit*

Optimized the mesh so the whole model is around 2k polys now which is more appropriate. Gave the normals some more attention and re-did the ground (land/soil) textures as well as creating specular maps for all. The final render now has an omni light to show off some of the normals detail.

- special thanks to ~BringMeASunkist for suggestions!
:iconbringmeasunkist:
BringMeASunkist Featured By Owner May 1, 2013  Professional Digital Artist
A couple of really simple fixes could really improve this. First, the light looks like it's linked to your camera, which means it's washing out all of your normals. I suspect that if you were to disable your normal maps, you wouldn't be able to see much a difference. Your normals could use a little more love too. It looks like they were all created using photoshop plugins or crazy bump, meaning that the software just calculates black and white values? It's an effective technique, but for large shapes like what you have, a better method is actually sculpting them and baking out the normals. And lastly, if it's tileable, I would repeat the dirt texture twice on the U axis and twice on the V axis.
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:iconbochicoine:
BoChicoine Featured By Owner May 2, 2013  Professional Digital Artist
Hey thx! I've updated the image and description with details.
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