View Full Version : blizzard art competition - cathedral
08 August 2006, 11:44 PM
i cant decide if this is going to be a cathedral or paladin temple of some sort. stands at about 4500 triangles currently. the last 500 are probably going to go into rose windows or more detail in the front doors.
08 August 2006, 07:49 AM
I like it. But when I think Blizzard, I think highly exagerrated. Dunno if that's what you are going for, but if so: play with scale to exagerrate your pillars and things like that, avoid straight lines and try to get as much use out of each poly as you can. Just like Blizz does.
08 August 2006, 11:15 AM
I don't think all your polygons are Tri's - I see several spots on your rooftop that have 4 and 5 sided polygons. You need to fix those before adding other details.
08 August 2006, 11:25 PM
why does that matter during the modeling phase? the floors for each level are a like 20+ sided. can i not just go and connect vertices after its painted?
08 August 2006, 03:11 AM
Definitely looks cool, but like Slybones said it could do with being more exaggurated, in the Blizz style.
08 August 2006, 06:19 AM
minor changes. all of the spires are now elongated and the upper stories are longer. added stairs at all of the entrances. im still only up to 4462 triangles.
08 August 2006, 10:57 AM
According to Slybones, your lines are too straight.
Look this screen :
You see how blizz exagerate all the volumes to give another view of the building and give it more style.
Try to exagerate a lot (just test) to look what it could give.
08 August 2006, 12:09 PM
NoPancakeMix as in NPM from Maxforums? If so, hot damn haven't seen you in ages. If not, ignore the previous sentence :)
As for the catherdral, definitely try to stay away from straight lines. Just by moving the vertices you already have you can achieve some more organic lines and with the rest of the polys you can punch it up even more. Also, definitely look at Wow etc for reference :)
08 August 2006, 03:51 PM
yep, same NPM from good ol maxforums. hi urg! i see what you mean by avoiding straight lines. its more like avoiding going straight along each axis. thanks for the SS GoSsS. C&C is always welcome, thanks everyone.
moved a lot of the lines off of the y axis. i will do some tweaking after i texture the sucker (time constraints.) also added some crosses and a another spire. triagle count up to 4965
09 September 2006, 10:28 AM
That's looking better. Will be fun to see what you do with the textures :)
09 September 2006, 11:35 AM
nice house you got there NPM:)
just wonderin, have you specified what "game" where you want your enviroment?
mean that if it were to be placed in a fps + you cant access the roof, thus it would only need tiny textures, while groundfloor must manage a close-up.
And it it were to be inside an rts, it would be different, etc etc.
worth to consider during the whole process. And rendering shots from the acutal angle you expect to see it in-game. Think judges gonna go hard on every detail of it
hope you dont mistake me from saying you have done anything wrong, just some tip:thumbsup:
09 September 2006, 03:13 AM
i dont know what the judging crieria are for the competition other than technical merits and creative vision. that said, i dont know if its necessary for the doors to open or the other levels be accessible (although you could argue that the upper floors could be teleported to.) as for what 'game' its going to be in, it is just for the diablo universe. i toyed with the idea of doing the whole thing, inside and out, but time constraints just wont allow. hopefully i can get the texturing done in time.
once again, thanks for the feedback
09 September 2006, 03:13 AM
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