View Full Version : Environment: Roman town
11-13-2006, 02:21 AM
I haven't had my hand in 3d modeling for a while. Hopefully I can get serious again and pick up the pace. Right now I'm working on an ancient Roman town. Here's one image I'm using for reference:
This is a view from an atrium inside a building:
I know that some textures need a lot of work (especially the barrels), but I have just started yesterday and plan to finish with a couple blocks' worth of houses. Let me know what you think ;)
11-13-2006, 01:23 PM
Might just be and my eyes are playing tricks on me. The upper half of the roof texture on the middle section, to me it seems there is some streching going on.
11-13-2006, 02:31 PM
I thought I'd simply talk about the bad points for the time being (there are many good points tho:))
- the barrels themselves are far too big for the environment, scale em down
- the planks of wood on the barrel texture are as wide as the columns, also far too big.
- as you say the barrel textures need work - very blurry
- everything is far too clean.
11-13-2006, 10:01 PM
Very nice i think!
Check out the tiles on the steps.
The texture should be aligned so it doesnt
split the step.
I am working on a Roman Level too.
Check out my Level Design Section.
its very low grade, but good practice for you. you should consider finding an image of an old roman town and modeling things to what you see.
11-14-2006, 03:17 AM
some subtile details in the ground would be nice, some cracked tile, tiny peices missing, tiny pebbles etc would add alot, also, I think the roof could use some more geometry, a trim or something :)
the tiles are too clean as someone said, they look like interior tile, exterior needs some weathering, sand in cracks etc, helps alot to not have perfectly straight lines, just some subtile imperfections added, like the tiles shifted abit in the ground
something with a differant color would be nice, hanging flowers, vine or something :)
i think a good referance would be titan quest, they did an awsome job on thier levels :)
11-14-2006, 05:34 AM
Good points on adding some age to the textures. Yeah, I'm thinking of adding some variety to the floor tiles. For the barrels, I actually wanted the space to be just one story high, which is why they are that size. Guess I'll make the planks narrower to add a more sensible scale when compared to the columns.
theabyss, saw your level designs, and the Roman one is really great. Though it's not exactly what I'm shooting for, I did get some ideas. And it was planned to be a UT level as well.
11-15-2006, 01:50 AM
@JustChris: Thanx man.preciate it.
@Reko: Pff that is so funny that you come up with that picture.Cause i used it
the whole time while i was modeling...
nice :p, post updates when u can
11-15-2006, 09:53 PM
I'll try to get some new screenshots posted soon. I'm doing most of my work in the Unreal engine now.
I've been trying to get in the workflow of roughing out the basic layout of the scene first, before adding in details. So mostly I'm playing around with spaces and lighting.
11-16-2006, 06:10 AM
Here are the first screenshots from the Unreal engine.
http://img180.imageshack.us/img180/860/ss1hr9.th.jpg (http://img180.imageshack.us/my.php?image=ss1hr9.jpg)http://img223.imageshack.us/img223/152/ss3qm1.th.jpg (http://img223.imageshack.us/my.php?image=ss3qm1.jpg)
http://img247.imageshack.us/img247/6085/ss4cx2.th.jpg (http://img247.imageshack.us/my.php?image=ss4cx2.jpg)http://img177.imageshack.us/img177/4968/ss5hy6.th.jpg (http://img177.imageshack.us/my.php?image=ss5hy6.jpg)
I'll begin laying out the second floor next. The cube in the center will be a placeholder for something. Maybe a fountain, a statue, who knows. Any comments/suggestions on the lighting, and scenery? I'm going for a sunset view in a hilly area (terrain hasn't been started on yet).
11-25-2006, 10:49 PM
I'm back with another update.
This is how the lighting looks in UnrealEd.
And a real-time view in the game. (click for a larger image)
11-25-2006, 11:02 PM
I like it.
Looks familiar :)
I like the view of the temple in the back.
Dont forget later to include a TextureEnvironmentmap in your
watershader so it will look like real reflections.
This will rock!:thumbsup:
11-25-2006, 11:21 PM
are the center steps and floor BSP? If so, maybe up the light map quality to get some nicer shadows, though not so high where they are too sharp. Its looking good so far. Is there any need to have the temple in the background 3d and not just a texture? And I agree on the cubemap for the water. Maybe also think about spec maps for the ground as well.
Looking much better.
11-26-2006, 11:34 PM
How would you add cubemaps to water? This is the first time I've used water with this engine. I added spec maps to the stone floors already, but haven't gotten them to look good with the tiles yet.
And for the background, the temple is not as far away as it looks so making it with polygons is okay. It will most likely be a playable area once the map is done.
11-27-2006, 01:26 AM
How would you add cubemaps to water?
Cubemaps at UDN (http://udn.epicgames.com/Two/MaterialsEnvironmentMaps)
11-27-2006, 02:56 AM
A great link, but a few things to add to that. Since you're using UT2004 you'll have to manually edit the user.ini so that the keys in UnrealEd will snap to directions. To save some sanity, ensure they are each are on a seperate line and not wrapped onto the next line. Place the camera just above the surface of the center of the pool then snap away. As well, once you have your six images take them into photoshop and paint out the seams. It will look a lot better. Lastly, adding a opacity map to the final shader will give the water some depth instead of looking like a mirror. Not sure if you're using a fluid surface info for the water, but that would nice as well :)
12-02-2006, 04:54 PM
Just a small update. I'm basing the layout of my map on the Roman Forum. I made a couple of changes to make it more interesting and suitable for a DM-type of map.
EDIT: Now that I look at it again, the layout seems a bit too ambitious for my time. I'm going with a simpler, more straightforward layout, but I'll try to keep some variety where I can.
12-02-2006, 04:54 PM
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