Low Poly Garage

Something I made today.

http://i.littlepix.co.cc/380177.png

http://i.littlepix.co.cc/580111.png

What do you think? More info/pics on my blog here.

wow not bad at all dude !!!
just as good as the other thread u just created ,nice modeling nd texturing skills bro,they look simple but enough to get u entertained in a game!!
i would add some darker clouds in order to make the enviroument a bit darker ,i mean at least i enjoy more games wit a suspense atmosphere ^^
anyways ill be lookin forward for the next progress :wink:
Kind regards,
ShortK

good work man!, thats an really good garage, it looks like a cool FPS game :smiley:

:eek::eek::eek::eek::eek::eek::eek::eek::eek::eek:

Thanks guys :slight_smile:

The sky was a quicky I did, never really did skies before. Lol. But thanks again, any suggestions?

I think thats looking very good.
The bright blue seems out of place though considering how beat up it looks otherwise. Tone that down a bit and I think it’d help it out.

Nice blog btw :slight_smile:

I agree the blue looks bad, only blue texture I have though, lol.

And thanks :slight_smile:

Wow jesusfreak, that garage looks pretty cool. Have you given thought to baking the textures on it?

AO bake it. Use a sky dome, not a box. We shouldn’t be able to see reverse lettering on the back of the sign. Looks good otherwise.

Skydome textures here- there is even a prfeab skydome (upper left corner, to the left of the first skydome):
http://www.tutorialsforblender3d.com/Textures/Skys/Sky_Dome_1.html

The most disturbing thing about your conversation with your father concerning the cookies is this: French toast in the microwave?:confused: Toaster oven player!!! That way it won’t get all mushy. :smiley:

Thanks guys :slight_smile:

I can try baking AO and see what I get, and I’ve never had luck with domes, but again, I’ll try it.

The most disturbing thing about your conversation with your father concerning the cookies is this: French toast in the microwave?:confused: Toaster oven player!!! That way it won’t get all mushy. :smiley:

LOL well they weren’t cooking in there… just being hidden :wink:

Baking AO fails bad! My UV mesh is messed up because I textured each thing differently so when I select everything… it’s a mess!

I’d strongly recommend learning to unwrap for AO baking. It adds an incredible depth of detail and realism.

I don’t mean to use myself as an example, but I will anyway. Here’s a house I made for my game. 90% done in that picture. Need to add a few more texture details. AO baking makes all the difference.

Second post from the top:

http://blenderartists.org/forum/showthread.php?t=175809&page=35

nice one ^^ also bake some shadows in it…

Woah that’s very cool! Yeah I gotta learn that :slight_smile:

So it’s just un-wrapping and baking right? Easy.
But the reason I didn’t use GLSL was so I could texture it easier, for example, select the door > U > Unwrap from View > Load a texture, done. I don’t like making texture maps with large images with all the textures.

If I do get a AO map how do I apply it?

Well, that’s not all 1 texture. It’s in parts, with different materials. Wood beams, plaster walls, windows, door, etc. Don’t get the impression that you have to have all your textures in 1 big file, like a character is usually done- I use tileable textures for broad surfaces like the wood beams, plaster and stone walls, then I apply non-tiling grunge maps, and AO.

Here is how I apply an AO map
Negative, no RGB, mix It will make your shadow areas pink at this point. Select black or dark brown. Slide the color slider down to .7 or so, depending on the AO map.

Maybe I’ll do a mini tut. I get a lot of texturing questions.

Another point: Don’t rush it. Each of my materials has 4 or 5 textures - Diffuse, normal, grunge, AO, spec if necessary. I’ll be adding some ivy growing up the sides of some of the buildings, so there’s a mask for that and a tileable ivy texture. 7 textures there. That house model has probably 20 textures and 5 materials. But it’s only maybe 2mb. The AO maps are blurred, low quality jpg’s, and the grunge maps are small transparent png’s. It took me maybe 5 hours to model and texture. Slow, but I like to take my time and get all the details right. I’m still working on it.

I may when it’s placed in the landscape, with trees around it. I’ll make some nice alpha chanels tree shadows on it…

If you do get an AO map, and you don’t want to use GLSL, you can use multitexture mode. use your color map as one texture (you can bake this too, if you have two UV layers), and then make your AO map another texture, and set it to “Multiply” blending mode. That is a bad way of doing it though, when instead you can combine the color and ambient map together in photoshop or whatever image manipulation program you prefer.

multitexture mode is powerful, glsl is overrated.

Thanks guys :slight_smile:

Negative, no RGB, mix It will make your shadow areas pink at this point. Select black or dark brown. Slide the color slider down to .7 or so, depending on the AO map.

Is that a lamp… or AO settings? lol sorry :slight_smile:

@mad: Yeah I’m using multitexture mode :slight_smile:

It’s in the texture settings. Materials - map to. (far right in 2.49).

Comments on GLSL vs Multitexture.
Yes, multitexture looks pretty nice. But to me, everything looks flat without normal maps. GLSL is slower for now, but I think that will change. At any rate, if you want your models to look like the latest games, you’ve got to go for all the flash that glsl offers. But in reality, multitexture is, in many instances, the best choice. Krum for example, is mulititexture. My game is GLSL. Endi runs everything he does in GLSL. Just a matter of taste.

Ok I’ll look for 'em :slight_smile:

I like GLSL better, but texturing takes longer because you need new materials for every new texture. But it’s worth it with normal mapping and stuff :slight_smile:

Now, one more off topic question, what’s spec maps and what do they do and how do you use 'em?