modeling roof shingles for games

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Old 10 October 2012   #1
modeling roof shingles for games

greetings. i'm wondering how can i model the roof shingles to use in unity game engine without using hipoly mesh instead of normal maps....


thank you
 
Old 10 October 2012   #2
Some ideas here:

http://www.polycount.com/forum/show...t=roof+shingles



http://wiki.polycount.com/ModularMo...BladeMod_02.jpg
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Old 10 October 2012   #3



seems to be a good idea, what abou t this kind on shingles:

does it works te same way?

thank you
 
Old 10 October 2012   #4
Sure, depending on how much geometry you can afford to spend, and if you want to have tiles mapped or placed differently to break the repetition of the pattern. I would start by making the roof like steps at the joint and then place "unique" tiles all over the roof.
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Old 10 October 2012   #5
I don't mean to derail the thread, but on the subject of modeling 'details' how did the modeler of the pirate fort get those curved supporting beams?


Did he extrude pre-existing polygons and some how manipulate the vertices or did he create a spline, convert it to poly, extrude it, and then attach it to the main poly?

I circled in the picture what I am referring to link
 
Old 10 October 2012   #6
@JanosHunyadi: You could start with a box and apply a bend modifier to get the curve.
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Old 10 October 2012   #7
Originally Posted by Psyk0: @JanosHunyadi: You could start with a box and apply a bend modifier to get the curve.


really?

That's how simple it is? Go into poly subobject mode, apply a bend to the poly and then collapse the stack?
 
Old 10 October 2012   #8
thanks guys, this is what i did, i guess its not a problem about the number of polygons, the entire model has only 1340 and 3417 vertices:

 
Old 10 October 2012   #9
@mprim :You probably could take out 2 edges on each tile and get the same look, except at the edge of the roof where the tiles' silhouette would be visible, but the polygon count seems reasonable.

@JanosHunyadi
:Modifiers do not need to be used in sub object mode. You'd place it on top of the stack and play with the values until you get the curve you want, the more edges you add, the smoother the curve will be. If you're doing this for high poly subd models, you don't need to add as much edges to get a smooth curve, in fact the less the better, since the subd modifiers will average your low poly source.

Also keep in mind, this could be done other ways, like starting from a plane or splines, whatever works best and fastest.
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Old 10 October 2012   #10
Originally Posted by Psyk0:
@JanosHunyadi
:Modifiers do not need to be used in sub object mode. You'd place it on top of the stack and play with the values until you get the curve you want, the more edges you add, the smoother the curve will be. If you're doing this for high poly subd models, you don't need to add as much edges to get a smooth curve, in fact the less the better, since the subd modifiers will average your low poly source.



I am modifying specific polygons that are part of a larger model... if that makes sense. I'm not sure how else I'd be able to model these specific subobjects.
 
Old 10 October 2012   #11
I detach polygons / objects all the time to work on separate elements and merge them back when done. I have no idea what you are working on so it might not work in your situation.
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Old 10 October 2012   #12
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