Arena Net posted an open intern competition for environment and character artists, so I took up the test and tried my best at it. In the end, as always, I'm not extremely happy with the way it turned out, but I am happy that it looks presentable.
The rules: create the building with less than 3000 polygons [I understood this as quads and hope I made the right guess], and a maximum equivalent of 2x1024x1024 with any kind of texture map. Here's the building they gave us to model.
|first uv attempt|
|textured with finalized uv's|
|texture touch-up's for stuff like cracks and dirt|
|a little bit of theme/mood|
|from the front in UDK with particles|
|from the left in UDK with particles|
|from the right in UDK with particles|
|from the back in UDK with particles|
|up close inside the glass dome to show I wasn't hiding my textures|
|my 1024x1024 diffuse had heavily overlapping and reversed uv's|
If this video doesn't work, click on here to link to youtube which doesn't freeze up or glitch out as much as the blogger videos do.
In the end I couldn't submit the UDK files to Arena Net and feel a little handicapped as a result of that, because they specifically stated wanting to see my texture maps. Hopefully they'll understand and/or will find a way for me to send them the UDK files. Either way, I'm glad to have worked on this and was heavily challenged to make the diffuse for an entire building on a single 1024 .. which is something we never did at Full Sail.