XM Magdalena 3D print, GGeorgy (3D)
LC #42 Pipers Alley

View Full Version : Game Art Mini Challenge #2 - Gate to a Tomb (default_human)

09-08-2004, 12:01 PM
ok, here's what i have so far...223 polys...3/4 hours of modelling...


hopefully everything works (my first comp entry, never attached an image :p)

i took a wander around my local church graveyard to try and get some idea of what i should be aiming for...this model is a mixture of the church doorway and one of the tomb / burial houses i found there...i had to try and remember it because i thought it would be a bit distasteful to take a pic of the persons grave, so my model is prolly a little inaccurate...

i'm going to put a fence around it, and maybe some grass around the actual tomb...i'm still wondering if i should make it look dishevelled or not...any ideas ???

i'm going for a realistic type of look, nothing cartoony...

3DS Max and PS:CS...

1 question...how do i get the tri count in max ? i know how to get the polycount but i'm not sure if polycount is the same as tri count...

any crits would be welcome...



P.S You'll have to copy+paste url for the image until i figure it out

09-08-2004, 01:58 PM


ok...added the fence, broke the inner doors a bit...added the stairs/ramp inside the building too

i included a GI render to show the alpha'd up fence and because it looks nice; only rendered with a skylight

crit me up, yo...!!!


EDIT: thanks to DerPapa for the max polycount info...i'm now on 566 tris :argh:

09-08-2004, 04:58 PM
this is real nice m8.

reminds me of a Diablo-style building. good use of the polycount too. will be great to see it textured.

09-13-2004, 10:24 AM
Hey everyone...i've managed to spend a couple of hours on this, this morning...it's changed quite a bit...

i got rid of the fence (it looked plain and boring), and added a tree...to save polies i got rid of the cross because it kinda made it look like a church outbuilding of sorts...

the tree has grown through the side of the tomb...roots have pierced through the old, softening bricks and have begun to block off the front entrance...even though attempts have been made to excavate the tree from the side of the tomb, the big, solid tree still stands...


i still need to polish the geometry of the "ingrowing" roots of the tree, and they need to be textured...i still have a quarter of my 128x128 bmp left, so that should be easy enough...there are some other texturing glitches to be sorted too...

i still have one and 3/4's of the 64x64 tgas too...my polycount is now 604...i'd like to put some grass on it, maybe some flowers to utilies the alpha tgas...

i could really do with some crit at this point as i think i'm going to stick with this idea now...i pretty much need to know if i'm going in the right direction with it...

any thoughts, queries, complaints ?



09-13-2004, 07:02 PM
damm, thats some fine UV mapping on the bricks, no seams at all! I would give the brick texture some more weather, maybe some dodging underneath like this

would give it a little more depth and look really awesome. since your 4 polys over the limit, I would reduce the truck pieces a bit that are cut off, then it would give you some extra room to add some grass :). Coming along really nicely :D

09-14-2004, 12:14 AM
yeah, thats a really good idea with the texture...the brickwork does look very flat, so adding some shadow should remedy that forsure...thanks :)

i think i will have to redcue the tree because it's prolly the most polyhungry thing on there now...exepct for the arch, and i don't think i can refine that anymore...i'll have a look at that and see what i can do...

thanks for the crit Lee3dee ;)


09-15-2004, 07:45 PM
It's looking pretty good, defaulthuman, but the one thing that kinda gets me is the silhouette. You've got an awful lotta polys in those rings around the door, and the actual shape of the building is a pretty bland trapezoid...

You might want to take away one of the "bevel/extruded outline things" around the arch and move those polys into the roof, particularly into something to create a more interesting. or at least a little less rigid of a silhoutte.

Way to push those textures though, nice tiling and you've got a lot of texture space to use still!


09-16-2004, 09:08 AM
yeah...i totally get what you mean...i was thinking the same thing about the shape of the building myself, but i figured it'd have to do...it's why i added the tree, to make it more assymetrical...

could you explain more about adding polys to the roof to get a better shape please...that's the bit i didn't quite get...[EDIT] do you mean adding the stone crucifix back in, or something simlar ?

thanks for the crit :thumbsup:


09-16-2004, 07:17 PM
Hurm... Well, the cross did alter the shape, but you're right, it did it in a very "churchy" adn "done" sorta way..

Here's a quickie drawing with some ideas, sorry for the bad handwriting:
The top left is the original silhouette, the 8 to the right are some variations. Reading like a book (R to L, then down a line) my handwriting says:
3: Mimic Door, 4:Alpha front (as in an alpha plane in front of make an elaborate shape), 5: Balcony Roof thing, 6: Gargoyle (obviously this would be the trickiest to pull off low poly).

The other stuff are some ways to alter the side silhoette, since from the side it would look like a rectangle.. The writing says "Smaller in back" "front bevel" "from side" and "Side, or simply angle in the front and back" (tilt the front and back inwards so it's a trapazoid from the side too)

Most of those suggestions you can actually do with under 10 spare polys... the profile ones would take none, just shifting existing points..

Those are just a few ideas too, I'm sure you'd be able to come up with some more/better ones now that you've got the idea..

Anyway goodluck dude, it's coming a long nice.

And yea. I drew in pink. ya gotta problem with that? :)

09-16-2004, 10:35 PM
no way man...:bounce: :bounce: :bounce:

some great ideas there...and thanks LOADS for taking the time to help me out...i really appreciate it... :thumbsup:

i really like the beveled idea and the "smaller in back" idea too...maybe a mixture of the two would be cool...

thanks again, blankslatejoe :D


09-16-2004, 11:34 PM
no problem dude, glad I could help. I liked those two the best too, in regards the the design you've already got going on. Goodluck!

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