View Full Version : Medieval Town
baddog 01-22-2003, 08:13 AM Medieval Town, for a web based game of town building and resource management.
Shaun
http://homepages.ihug.co.nz/~funkfurr/shaun/treetest.jpg
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torbjorn
01-22-2003, 08:40 AM
Hey, nice work...Maybe the whitecolor is a little bit too much...maybe add some dirt to the walls ( on the white houses)
Other than that, great work...how will you navigate in this game?
MCGrund
01-22-2003, 09:13 AM
Looking pretty good, Lots of detail on these buildings. But like torbjorn mentioned some dirt would be nice.
baddog
01-22-2003, 09:17 AM
well, theres a heap of brown streaks on the white houses.. maybe it shows more on some monitors than others?
the game will be 'navigated' by starting with a small bunch of primitive houses, and spending your towns money on buildings, resources etc. the town will grow as you get richer. Its a little 'static' (Im just doing the visuals not the game design!) in my mind as the buildings have fixed locations, but the game designers wanted a non-isometric view, and its a 2d engine, so there we go!
Shaun
torbjorn
01-22-2003, 09:29 AM
Nah, on my monitor i can see the brown stuff, but that's not enough...people have been living here for the past hundred years or so? rain and wind would have made the walls more dirty...maybe add some cracksin the painting on some of the buildings...AND make some green stuff growing up the walls (those green plants you can see here and there, that grows widely, and people climbs down them in movies ;-) Just an effect, so it wont all look the same
Chupa
01-22-2003, 09:31 AM
Looks nice m8, some dirt on the walls would improve the look ;)
one thing tho, is it me or are the houses i pointed in the pic a bit tilted??? Gl ;)
http://www.squad-clan.com/temp/cgtalk01.jpg
baddog
01-22-2003, 09:32 AM
ah right.. yeah id like to do some more 'naturalising' if I have a time budget left for it!
Shaun
baddog
01-22-2003, 09:34 AM
no , those two are actually perfectly straight, the ground being slopes there, and the camera lens have a slight effect though
a few of the other buildings ARE tilted a touch to look right on the ground, but the two that look it arent
Shaun
Chupa
01-22-2003, 09:39 AM
okie :)
baddog
01-23-2003, 12:30 AM
Just a couple of shots to show what sort of detail level the buildings are given.. Id seriously like to think about doing baked low poly versions of these in a 3d engine, could be very nice...
Shaun
http://homepages.ihug.co.nz/~funkfurr/shaun/bank.jpg
http://homepages.ihug.co.nz/~funkfurr/shaun/fortress.jpg
Snakeman
01-23-2003, 12:55 AM
i love this scene....maybe make some of the grass look worn from walkiing or something....looks too much like a model...maybe some trails throught the grass or erosion or something
Awesome Possum
01-23-2003, 01:50 AM
Wow, very nice. I tried making some towns for online games but yours came out much much better. I was just wondering if you could post a poly count and maybe a wireframe.
Great job
:applause:
baddog
01-23-2003, 03:37 AM
here is a wireframe segment.. really too many lines to see much, the whole scene is just a blur of lines
http://homepages.ihug.co.nz/~funkfurr/shaun/wireshow.jpg
As for polys. I had no idea I had so many, I counted and I get 1,249,000 polygons. wow. Is there like a million polygon club? ;)
Shaun
Flaggmeister
01-23-2003, 04:06 AM
What did ya use fer the trees:bounce:
baddog
01-23-2003, 04:10 AM
Tree druid. no point at all in making trees by hand in my opinion (unless the tree is the main item in a scene of course!)
Shaun
MikeRhone
01-23-2003, 07:57 AM
I must say, I really like this. I do agree that the buildings, while you can see dirt, really need to be dirtier overall. Tone down the white if you can with yellowy mildew-ish green and brown tones. I also highly suggest ivy on some of you're buildings. In europe you can see quite a few buildings around that are ALL ivy. You can't see a single brick anywhere.
It would be nice if you can deeped the paths with high horse and carriage traffic. Wear them in deep with 2 tire ruts running the lenght of the paths if you're poly counts can handle it. Some rocks and road debris would be nice, and street name signs on corner buildings could be a nice touch if you want to go crazy.
My only final nit picky thing would be the church. Medival churches ALWAYS have very visible graveyards.
Other than the overall "too clean" look, I think this is a really cool looking project. Be sure to post the links to the final. Sim city never had witchhunts!
Mike R
baddog
01-23-2003, 08:02 AM
thanks.
definitely see all the points on dirtiness on the 'stucco' buildings.
the graveyard is on the list, but actually had been forgotten! good call.
Shaun
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