Hey there,
I want to say to thanks to Enrique. Original model and texturing draft was his (for what I've understood). I cleaned it, organised, optimised and have changed texturing part of the texturing choices. To break form I chose to play with the walls and tower elevation, critiques are welcome.
I have used extensively the prop system. from the 'technical' screenshoots you can see that the wonder is made out of the inner core building and his floor. Then 4 props for the 4 towers, 3 for the outer wall, 3 for the inner, and one prop for the small frontal wall and the one for the stair. The columns in the inner yard are 8 props, so we can maybe change to the second type of column (dubbed 'heavy' in the blend file).On the outside as a test, there are 12 props, six by the Est and Ouest side, to change the outside decorum. I've put for now a bench some trees and bush. I love the prop system and the fact that with variants buildings can build/decorated themselves differently each time.
I've choose to insert more the specular tintable texture to allow better visualisation of the player team. you can see in the screenshoot how cute it is. Same template that the gardens. Critique welcome.
for the fine people that will see the hellenic vases in the rooftop of the inner building, you are not delusional. Those are placeholders for the initial in-model props I found in the file. I will make a batch of eyecandy props based on the persian texture (vases, rugs, etc) to embellish it in the afternoon. but with the prop system again, it will be easy to switch it.
Lastly I gathered a lot of question in the process. I think I will compile them in a separate threat and also update tutorial and technical doc for artist; because boy did I found some interesting things.
As a note, the material used is the spec normal player, because I still don't get how to get the ao working.
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Files
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Composition scene for a idea of style and scale
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Screenshots 'technical' - 4 views
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Screenshots 'technical' - props/parts
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Colors !