What are your impressions of this building? What is it worth on Turbosquid?
I plan to sell it and it would be my first sold item so I just wondered what people thought.
This is in Unity with only some small retouching to bring the colors out. I have Unity indie.
The building that I modelled is garish so this is sort of similar. I actually chose an unattractive building, really its not a showpiece more a general level asset to go along with other buildings.
It has 2392 faces, 4 materials of which 3 also have normal maps. I’m giving people more so they can reduce the quality later.
I dont know were you are from, But the buildings around me are not like that at all
The specularity on your bricks and the top is too much.
If you look at houses and grab some picks of them in the sun and know the material they don’t reflect at all.
You could easily get the polygon count down to around 100 with some normals baked not just on the textures.
1 big problem I seen might be just because of the 1 view, Is… How do the upstairs people get in? I just see steps at the bottom
I am harsh on pointing out problems, I dont know what genre of game your making so im relating to the real world as it is.
*P.s. Lower the brightness… Its too bright for gamers to look at
I dont know if you’ve ever made a house, 100 poly sounds really small. I did have a look and it seems that around 800 to 1000 might be better. I could probably achieve this. I might be able to reduce however keeping the topology correct seems difficult to do this.
What do you think now, here is the original photo as you can see its an odd rather boring house and I guess I went a little overboard on the colors to compensate.
It is normal mapped, although I’ve now removed the roof normal map and the specular from the brick is a normal.
I’m not making a game I am selling the model on Turbosquid. I want to know how much its worth.
I’m glad I was criticised because I have made it much more to its original character. Criticism cant really be wrong unless its a personal attack. If the building is no good its better to know and I do have a tendency to make too much color.
That’s looking so much better now compared to the first post.
The bricks are a little too big though.
Might be nice with some grime around the bottom edges and some graffiti here and there.
I’d be tempted to through in some black bin bags, a small green with a trodden path and a satellite dish for effect… although I realise your just aiming for a single model
I though the topic was how much could you sell it for instead of how good u can make it look in unity.
Let whoever buys it worry about rendering it and lighting.
I think its pretty good If you look at some of the building models on TS then you will see that your up against some pro works of art, but don’t let that get you down cause some one browsing TS may be looking for something just like what you have.
To improve your chances of selling its always good to make a model pack of different variations of the same model(ie)different roofs, steps, or bricks ect.
The bricks on the side of the building are far to large for its scale. By my judging each brick would be about this size of four cinder blocks stacked together. Also, for the balconies, you could probably get away with a planes to make up the sides and floor using about 8 polygons total and just use a transparent texture for the railings. Other than that it looks good. A few more tweaks with the texture and distribution of polygons could make it better. Good work none the less.
Since it looks like people don’t walk on the balconies, why not just make them out of a cube with alpha maps? Or at least try it - I know it works for fences, though this might make the balconies look flat like paper - though much less than 100 poly’s.
Can you post a wireframe (no textures) picture of your model - perhaps there are other places where you could drop some poly’s
Since it’s just a background building, and from the looks of it, targeted at a low res type game, you could skimp on a few things and still have it look good.
Only make the outside of the window frames and use normal maps for the interior of the windows. For the balconies, use 3 sides of a cube with a texture and alpha channel to make transparency.
I took 30 minutes real quick in Maya to see how many triangles it would take, and you could keep it under 700 for the final version as long as you baked normal maps from a higher res version.
I appreciate the feedback hard as it was at first to accept.
What I’ve learned after some talk with a cg competent friend and from what you’ve said is houses look good from textures and normals, not from costly geometry.
I also scrapped the council house as it was too plain, here is another model from my own photography, rendered in Blender. Obviously the grass wont go in Unity however the building would look identical.
The camera is really cheap by the way, they are fine for up to 2048 x 2048 textures. Good enough for current games for sure.