Minas Tirith Project || Part 2


#381

Roger that PJanssen, i’ll edit the model tomorrow.

Thanks for the Arc shape reference! :thumbsup:


#382

I ve added a closup of my arcs. Is the polycount high enough?


#383

It’s a little hard to see when you only see it shaded. A shaded+wire view would be better.

But if you use 3dsmax, then you can put the interpolation of the arcs (splines) on 5, or 6 for larger arcs. Then it will have enough segments.


#384

thanks pjanssen!..I’ll model the ideas u suggested today so I hope we can compare the things by tonight…I think the model is around 14K tri’s…(I’m studying the reneaissance in school at the moment so that might be why I went that way…:slight_smile: )


#385

Here is the wire. I use Maya 5.0


#386

I think that you could add some segments there. Most of my arcs have about 20 polies/segments on the inside. So you can very well double your amount. :slight_smile:


#387

Ok, I ll do that. Someone has a suggestion how this is done fastest/easiest. I use Maya 5.0

Regards
Stijn


#388

Hi team. Here’s an update on 3-rf-15. I didn’t know the bloody thing was gonna be highpoly. (I don’t know why we thought it was a good idea to do this.) Anyways, here is my update. The doors aren’t hi-poly, but I spose they should be. I am at 16k tri’s, (8k squares) and was working for a low poly feeling. However, as it can be pretty high, well, we’ll see what you think. Also, I don’t know why the arcs look bumpy in these renders, but they really aren’t. And I know the bottom two arcs are in your not to look like arcs picture, but Thats what they look like!


#389

some quick comments:

-the arcs for the door could you more segments. but the door itself looks a lot better now!
-the arcs of your building don’t look very smooth. please take a look at this picture, to see how it should be :
http://www.minastirith-project.com/images/arcs.jpg


#390

By the way, 14k tri’s is quite a lot… maybe you could show me some wires ? (shaded+wire in one view would be perfect)


#391

Hey. Sorry for taking so long; I’ll hopefully have 1-lf-16 done in a week or two.


#392

Hey, i got a building witch i can’t find on the map, the code was 2-nc-3.


#393

hi people, y return to the proyect until i have some free time:thumbsup:

there’s my current WIP of the 3-LF-6

and the wires

Coments & critics welcome.


#394

The Blue cilinders are a 1.8m “human” for reference of dimension.


#395

3-lf-15

http://www.digital-infusion.com/images/5.jpg

http://www.digital-infusion.com/images/6.jpg

http://www.digital-infusion.com/images/7.jpg

^ i told you the curves were right. btw, those numbers up top, the far left ones are for totals on the building, and the ones in the next column are for the objects selected. And those curves don’t have a back to them. so its really weird, I dunno why there are so many.
I bet its the handles on the doors, and the doors in general.


#396

That’s correct. The ‘nc’ stands for ‘no code’ (on the map). Well, after all it’s quite paradoxal, because it has a code now, but that’s another story… :stuck_out_tongue:

That looks very nice! Continue like this and it will become a great building!
My only comment would be that you could maybe make the small pieces above the three arcs (object ‘torre01’) a bit broader, but that’s all.

Well, actually I think that the arcs aren’t right this way. They don’t seem to go very flowing and smooth if you get me.
You should also watch the smoothing of the arcs. The polies on the front should have a different smoothing group than the inner polies.

About the amount of polies : I think that it is in the pilars, they seem quite highpoly.


#397

3-LF-6 update:

what you think?


#398

I am more or less done with my building now (4-lf-02) and I like to start texturing it, but, hey, nobody has even mentioned texturing yet.

Can I just unwrap it to a 1024x1024 pixels texture and get started or???

If so I guess the whole citys main material will be like, ehhh…what about white stone?

A common library of standard white stone textures would be great to have at the MinasTirith main site for download.

/Shoglic.


#399

Well that dose’t make sense, i’ve started on a building witch i think is the one you mean. Are you gonna make a new map with the nc:s mapped out?


#400

Shoglic, great to hear that you’re finishing your building! I’m really looking forward to see the final mesh.

Considering the textures: unwrapping it to a 1024x1024 texture won’t be a really good plan. For a normal render it would, but for the realtime viewer not. Because when we should do such a thing for every building the textures would take way too much videomemory to run properly.
Now the plan is to create, like you mentioned more or less, a set of tileable textures which everyone can use. This will greatly reduce the size of the textures and give some sort of garantuee for the color and quality of the textures.
But, the only problem is: who will create this set of textures? We had a texture artist, but I haven’t heard anything from him for weeks now. And another artist (may99) who was interested doesn’t seem to respond to my MSN messages… so there’s a bit of a problem there…