Tottel Posted September 22, 2010 Report Share Posted September 22, 2010 Hello,I've been tracking 0AD for some time now, but started on this Roman market just today.I got the reference picture from: http://www.wildfiregames.com/0ad/album_page.php?pic_id=6252The model itself is 2400 polygons, mostly because of the arches; if needed I can lower the polycount quite a bit. It needs some filling to look more like a market but for now, I could use some feedback on the building model itself. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted September 22, 2010 Report Share Posted September 22, 2010 It looks pretty neat, m8! I think there could be more geometry at the front of the roof above the front entrance. if you want to go further with it, here is a texture that might help. What modeling program are you using?rome_struct.zip Quote Link to comment Share on other sites More sharing options...
SMST Posted September 22, 2010 Report Share Posted September 22, 2010 Include this one. Please. Quote Link to comment Share on other sites More sharing options...
Shield Bearer Posted September 23, 2010 Report Share Posted September 23, 2010 Wow! nice one dude, i like. looks like he's using blender. am i right? Quote Link to comment Share on other sites More sharing options...
plumo Posted September 23, 2010 Report Share Posted September 23, 2010 This is made in blender, yes. Quote Link to comment Share on other sites More sharing options...
Tottel Posted September 23, 2010 Author Report Share Posted September 23, 2010 (edited) Thank you for the positive feedback everyone. Mythos_Ruler: I added some more detail to the front arch and added another one supporting the building on the right.. Which I had forgotten. Thank you for the textures, those will come in handy.EDIT: I haven't seen many existing models in detail. Would you use 1 texture sheet for this model, and what dimensions? Edited September 23, 2010 by Tottel Quote Link to comment Share on other sites More sharing options...
Shield Bearer Posted September 23, 2010 Report Share Posted September 23, 2010 use the same sheet Michael gave u. don't make a different file for the texture. Quote Link to comment Share on other sites More sharing options...
Tottel Posted September 23, 2010 Author Report Share Posted September 23, 2010 (edited) Mmkay, let's see what quality that brings. EDIT: Ok, this texture sheet *may* be extremely handy because it's pre-made.. but it gives me some trouble because I need to come up with a good alternative to texture the arches.. When you look at hte reference picture, you'll see some sort of concrete with the actual arch being bricks to save some weight. I'll see how I can replace this... Edited September 23, 2010 by Tottel Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted September 23, 2010 Report Share Posted September 23, 2010 the areas around the arches could be a separate object with a new texture. We can then prop them onto the Market object with the actor editor (same way we'll prop in food stalls, crates, and other eye candy). Quote Link to comment Share on other sites More sharing options...
Tottel Posted September 23, 2010 Author Report Share Posted September 23, 2010 Could do, but that's exactly what I was trying to avoid. XDIt's quite high poly without adding even more useless models just to place a texture on. Anyway, The UVmapping/texturing is going quite well, I'll see if it's needed. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted September 23, 2010 Report Share Posted September 23, 2010 here's an idea to cut down on polygons:Get rid of the one extra arch to the left of the front entrance. This narrows that side (you'll have to narrow the building up as well). Then take an arch from each of the sides of the building, shortening up those sides as well. Quote Link to comment Share on other sites More sharing options...
Tottel Posted September 23, 2010 Author Report Share Posted September 23, 2010 (edited) I don't know.. It's not as good. And it only saves about 200 polygons.(Textures are WIP)Any suggestions? Should I use the first or second size? Edited September 23, 2010 by Tottel Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted September 23, 2010 Report Share Posted September 23, 2010 Well, 200 tris is 200 tris, plus I like the entrance being centered. The doors can be taller too. The Market is actually a little bit smaller than the Civic Centre in-game.And one mre thing, try to see if you can get something like this along the roof lines:It'll make them look mucho nicer. Quote Link to comment Share on other sites More sharing options...
Tottel Posted September 24, 2010 Author Report Share Posted September 24, 2010 Hehe ok. Btw, those roof lines.. Are those 2 planes forming some sort of triangle? Or is it directly baked on the plane with the actual roof?I have to get used to the style, is that left-ish tower on the SVN? Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted September 24, 2010 Report Share Posted September 24, 2010 Yeah, the tower is in SVN (in-game). It's the Hellenes' Wall Tower.Here's a quick wireframe look at the roof. The edges are part of the geometry of the roof (they aren't separate objects). Quote Link to comment Share on other sites More sharing options...
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