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View Full Version : halp! How to model broken down brick walls?


GregorCZ
01-06-2008, 01:49 AM
Hi
I'm working on a final project reel for this 3D Animation course I'm taking (Media Design School). I'm focusing on Modeling and Texturing (game-based).

For my first part of the reel, it will be in a deserted slightly broken down arabic market place thing. And I want to have some broken down brick walls, with the wall showing brick geometry (so it's not just broken down as a slope, but piece by piece, you know?)

How would I go about modeling this geometry while keeping as low poly optimized as possible?

See the attatched screenshot, that's what I've got so far but surely there must be a better way? I watched a Call of Duty 4 making-of video and saw a glimpse of the wireframe they used for their broken down walls, but it looked really, really messed up. Just triangles strewed from one corner. Can't be right.

Thanks for your attention~

AoB
01-06-2008, 11:40 AM
Go get your camera and go kick down a wall and take pics of it. Use ref pics of old walls, bricks, etc. Dont always rely on what others have done, all though, its always good to see how some one else done it. add some loose bricks on the ground, along with sum rubbish etc, stuff you find around old broken walls.

lildragon
01-06-2008, 12:48 PM
Sure hope you gathered ref before you posted BUT in the off chance you didn't use ref! And this vid might help http://www.pixologic.com/blogs/ryan/2007/11/16/nick-zuccarello-broken-wall-video/

Good luck

~t

Ghostscape
01-06-2008, 04:34 PM
Hi
See the attatched screenshot, that's what I've got so far but surely there must be a better way? I watched a Call of Duty 4 making-of video and saw a glimpse of the wireframe they used for their broken down walls, but it looked really, really messed up. Just triangles strewed from one corner. Can't be right.

Thanks for your attention~

Your way is less efficient - the triangles all pulled into the corner method is going to be more efficient. Slap some hard edges on it and it'll look fine.

iSOBigD
01-06-2008, 06:30 PM
It's easy. If you're only doing it for an image, you don't need to model any bricks...it's a waste of geometry. A wall in a game is a flat surface and you only need to model bricks that stick out if you REALLY need them to stick out more than a few inches or if the wall needs to break apart. Put polygons only in the outter edges (which don't have to be smooth or anything - they're not smooth in games) and use normal mapping for all the bumps, irregular bricks and so on.
http://www.gamershell.com/screenpop.php?id=170082 - http://www.gamershell.com/pc/unreal_tournament_3/screenshots.html?id=6

In those 2 screenshots you can see brick walls and they're mainly flat surfaces with a couple of cubes sticking out just to make things look more 3D. You can make some very nice and fast brick textures and normal maps in ZBrush. Make a plane, slap on a cube, move parts or it around, snapshot, move it again, snapshot, etc. then paint over it.

Here's a ZBrush script someone made for making quick, basic bricks: http://www.pixolator.com/zbc/showthread.php?t=2744 Just use google to look for other things you might need.

GregorCZ
01-07-2008, 01:40 AM
Thanks for all your replies :) it has helped

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