View Full Version : buildings - warhammer DoW-mod
09-04-2006, 11:49 AM
I am working with the mod-team of INQUISITION.DAEMONHUNT - mod
for Dawn of War....
I am about to model and texture the buildings needed
the aimed style is a mix of gothic/romanesque and steam-punk elements...
here are some 3d sketches I made....
and heres the first draft, the model is nearly finished only the tower-rockets
could use some more polys ... the model has 4740 triangels (max.5000)...
maybe you are familiar with warhammer or Dawn of War
if so it would be great if you could give me some feedback on the style and appereance
the concept and buildings are property of the mod-team I'm working with
http://compiler.free.fr/phpBB2/ <- visit the forum for infos on the MOD
thanks and greetz :D
09-04-2006, 12:59 PM
looking good so far. whether the style suit the overall DOW feel will depend a lot on the textures, but I'd say it's a very good start. the building in the first render seem a bit boring, but the other one looks great.
not sure about the height though. won't it be a problem to have many tower-like structures? I think the resulting overlapping would be quite confusing in the end...
09-04-2006, 05:49 PM
Seems to be a good start, you need nice textures now + good background light. Your modelling skills looks good :thumbsup:
09-05-2006, 12:08 AM
thanks for your thoughts...
yeah, the textures are very importent specialy at in-game models...
I will try my best, but first comes the uv-layout... this will be interesting to takle
Your modelling skills looks good < - thx for that :love:
won't it be a problem to have many tower-like structures? I think the resulting overlapping would be quite confusing in the end...
hm... good point, I will pass this to the team
(I am not part of it - just modeling and framing it up, to improve my skills)
09-05-2006, 10:18 AM
You are welcome ;) Do not hesitate to post your next steps, thanks by advance !
09-05-2006, 10:26 AM
Would love to see the wires. Looking forward to the texture.
09-06-2006, 08:51 AM
hi, here is the last update + wires (not all unnecessary edges removed yet)
polycount is 4880 tries... I'am working on the UV-Layout now...
see ya :D
09-06-2006, 09:17 AM
very nice concept, i like stairs that is comming up
but hmm, 4880faces for this boxy bouiding are lot
09-06-2006, 06:02 PM
4880faces for this boxy bouiding are lot
are you for real? :D
right now magic is not one of my skills... how do you expect me to spend the 5000 tris on that building while remaining the geometry...? are you telling me there is a way to get it less boxy without adding more faces? ...do you know how triangels are spend on geometry like that and how many of them you will need to achiev something "not-boxy" ... plz tell me your secret :D
but I agree, its a nice concept...
comparing to other buildings from Dawn of War that I know they are all boxy, cause its a in-game graphic and its an RTS with an isometric view from the top, so they all boxy but with less details and faces than my approache....
the big one on the right shows all invisible edges
btw the model just has only 2404 polygons (the red marked edges - on the left)
but every poly is made up of triangels (the green marked edges - on the left)
while working on the polys and may creating ones with more than 3 corners
the triangels needed to form up the poly(corner)gons are created automatical(invisible edges) so it deoends on the number of vertexes surrounding the poly-face
but maybe you realy have a real advice for me on how to improve this.... :D
EDIT: okay you seem to know how triangels are spend on geometry like that :thumbsup:
but this is not a car ...:wise:
09-06-2006, 07:06 PM
I would double chech the polylimit specs 5000 tri limit for a RTS building seems way to high.
I made some characters for a dawn of war mod a while back and the limit was like 2000 tri.
I like the look of the architecture overall, although Im not sure about all of polys on the inside of the window frames. you could just paint the windows.
09-06-2006, 10:01 PM
thx Squirmy, I checked that 5000 seems okay, may they beefed up the engine with the add-on's, dont know...
but I will think about the windows... also the rocket-towers are abandoned, so maybe I will try to get it less "boxy" with the leftover of polys...
09-06-2006, 11:31 PM
The polycount can certainly be reduced,it seems that all your geometry is non-intersecting,looks almost like you just booleaned some of it.(the upper-left closeup and the place where the pipe goes into the wall are especially wasteful)
It might seem less clean to build the model with intersections but it really saves polies.
I really like the style though. :)
09-07-2006, 01:08 AM
intersections? ... dont realy know what you mean :)
but the whole object is a cylinder converted to a editable poly object
and than refined within (cut, extrude, bridge etc. everything that object type offers on all sub-levels)
I think I really cant reduce polyccount without cutting geometric-details...
thx for your interesst :)
09-07-2006, 02:14 AM
What he means is, when you have a smaller box coming out from a face, instead of cutting the face into 4 and extruding the box out, you can just intersect 2 cubes. It uses a lot less polys and game engines tehse days can handle intersecting geometry just fine.
09-19-2006, 07:57 AM
I had time to update that building and it will be finished soon
I radicaly cleaned the mesh again and made use of SmoothingGroups wich improves the look and make it less boxy...
there was an animation sequence added to open the balkon for delivery...
also a delivery-device for the building itself is designed but the shown concepts are already overworked...
finally some test animations...
so I hope to texture it in the next time
09-19-2006, 11:13 PM
That crest/shield/door animation is really neat! :thumbsup: Great concept
09-27-2006, 10:55 PM
Yeah... I like it too...
09-28-2006, 08:37 PM
I must agree with you i can't see how you can cut the poly count a whole lot without cutting major parts of the building out.
I love the animations and the big window in front gives it a cool look
[IT MUST BE STAINED GLASS]
09-28-2006, 09:53 PM
I see a lot of tid bits in there that could be integrated to a lower quality, and wouldn't be all that noticable.
In the end, it depends on how keen the object is to the human eye, and if you really don't think anyone will notice a small integration, then do it.
Otherwise, you're going to have a whole lot of tri count problems.
10-01-2006, 08:52 PM
I have to post with that account cause the other is still.... unavailable :D
so my upper post was a test to get this through
thanks for your comments... the actual polycount is 3640tris without the animated parts
the budget is 5000 tris for the building... the greater problem is to get all that geometry
covered by a 512x512 map... heres the mapping with the UV-layout apreading over one
and a half 512x512 texture-map... I will start to work on the texture now...
10-01-2006, 08:52 PM
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