Sighvatr Posted October 14, 2013 Report Share Posted October 14, 2013 Awesome job! How do you texture the models like that though? I never knew you could do that in Blender?I usually select faces on the model and then spend an hour laying them all out on the UV map. I then export the UV map and spend hours painting inside the faces on the UV spreadsheet. Then I open up another program that puts together all the models and textures together and act as a resource to provide to the game I play. 1 Quote Link to comment Share on other sites More sharing options...
nylki Posted October 14, 2013 Report Share Posted October 14, 2013 Temple and farmstead based on Lordgood's concept commited. Buildings now have normal and specular maps.temple and farmstead.jpgI like the architecture of that temple in-game. It fits well with the rest of the buildings and feels like a sacral building. 1 Quote Link to comment Share on other sites More sharing options...
SDM Posted October 14, 2013 Report Share Posted October 14, 2013 (edited) Hi, even though there's already a temple made, I just though I'd drop these pictures here as references for other Ptolemaic buildings.EDIT: Just realized the temple is being used as the wonder. Hm. Edited October 14, 2013 by SypheDMar Quote Link to comment Share on other sites More sharing options...
LordGood Posted October 14, 2013 Report Share Posted October 14, 2013 Awesome job! How do you texture the models like that though? I never knew you could do that in Blender?I usually select faces on the model and then spend an hour laying them all out on the UV map. I then export the UV map and spend hours painting inside the faces on the UV spreadsheet. Then I open up another program that puts together all the models and textures together and act as a resource to provide to the game I play.I'm not quite sure what you mean. If you mark all of your seams on the model so they unwrap without stretching and then unwrap the model, you can go into the UV editing panel and place the surfaces on the corresponding texturesVideo is low res and sped up x8 so I doubt that would show as a tutorial very well xP Quote Link to comment Share on other sites More sharing options...
LordGood Posted October 15, 2013 Report Share Posted October 15, 2013 Whazaaah!Incredibly irresponsible of me but I did it!ptol_barracks.zip Quote Link to comment Share on other sites More sharing options...
LordGood Posted October 15, 2013 Report Share Posted October 15, 2013 Right, so I'm not wasting time stuffing it into the engine because that takes waaay too long because I'm stupid when it comes to that sort of thing. Also, not pivotal. Can't enable whizbang graphics so there's really no point either :/ Quote Link to comment Share on other sites More sharing options...
Ludo38 Posted October 15, 2013 Report Share Posted October 15, 2013 Right, so I'm not wasting time stuffing it into the engine because that takes waaay too long because I'm stupid when it comes to that sort of thing. Also, not pivotal. Can't enable whizbang graphics so there's really no point either :/Sweet !I like how the model is display on the left capture. Is it in "rendered" display mode ?I like that steady basement you've built and how much details you've put here and there. Really cool to see that your Sketchup style is now fully "exported" into Blender.EDIT : oh and Enrique and Lordgood, congratulations for the latest models, which are superb and are very exciting for upcoming gaming experience. Enrique, your normal maps are amazing! Quote Link to comment Share on other sites More sharing options...
LordGood Posted October 15, 2013 Report Share Posted October 15, 2013 Thanks Ludo Left view is the baked-in Ambient Occlusion maps on the building, right is just the normal UV mapping.It does take me a lot longer than sketchup does, and speed will come with time (and everyone's tips), but I'm glad I managed to get a handle on things! I'm having a tough time peeling myself away from Blender now that I can use it xPoooh i have a paper due in the morning...dang, that floor texture's really stretched isn't it? :/ Quote Link to comment Share on other sites More sharing options...
Enrique Posted October 15, 2013 Author Report Share Posted October 15, 2013 The design isn't bad but I feel like the proportions are cartoonish... it remembers me AOE Online style... Quote Link to comment Share on other sites More sharing options...
LordGood Posted October 15, 2013 Report Share Posted October 15, 2013 It's the railing isn't it? Quote Link to comment Share on other sites More sharing options...
WhiteTreePaladin Posted October 15, 2013 Report Share Posted October 15, 2013 I think it may just be that the Egyptian buildings are a bit larger and more elaborate than some of the other civs buildings. Their buildings might look closer to AoE online, but I don't think they clash with our other civs buildings. I rather like the massive structures and bright hieroglyphics. Quote Link to comment Share on other sites More sharing options...
LordGood Posted October 15, 2013 Report Share Posted October 15, 2013 Is it the flare of the roof? or are the props disproportionate? I've been staring at it for five hours, so I probably need help seeing whats wrong with itI did a bunch of sketches and in hindsight I think I picked the weirdest concept to develop. The others were all nice and symmetrical... Quote Link to comment Share on other sites More sharing options...
Ludo38 Posted October 15, 2013 Report Share Posted October 15, 2013 @Lordgood : I recommend you to post a picture of the building from a upper point of view, like in the game, to judge better how it looks with the usual perspective. Having such a close up probably increases this sense of "cartoon" with the strong camera persp, I think...Also, the slope you gave to several walls is probably responsible for what Enrique expresses. But basically, I think the building is not far from good.And yes, the props look too big, the front shields mainly. Quote Link to comment Share on other sites More sharing options...
LordGood Posted October 15, 2013 Report Share Posted October 15, 2013 Game view Quote Link to comment Share on other sites More sharing options...
LordGood Posted October 15, 2013 Report Share Posted October 15, 2013 (edited) ah I know I said I wouldnt but I just got back from class. I have a little more time. Cannibalized the Carthaginian barracks template too, so none of that stumbling around the actor editor anymoreah, almost forgot this, finally got rid of those annoying black bars Edited October 15, 2013 by LordGood i added a video! Quote Link to comment Share on other sites More sharing options...
Enrique Posted October 15, 2013 Author Report Share Posted October 15, 2013 @Lordgood : I recommend you to post a picture of the building from a upper point of view, like in the game, to judge better how it looks with the usual perspective. Having such a close up probably increases this sense of "cartoon" with the strong camera persp, I think...Also, the slope you gave to several walls is probably responsible for what Enrique expresses. But basically, I think the building is not far from good.And yes, the props look too big, the front shields mainly.I'm not talking about the design, the slopes are ok, it's characteristic of the egyptian architecture. It's just the impression the building gave gave me. I.e. you can see the "curved thing of the roof that has the stripes texture" on the first images that it has more than the half of the height of the second floor. The second floor looks squashed out in comparision with it's roof thing, which I think that makes it feel so cartoony to me. It's just my opinion. Quote Link to comment Share on other sites More sharing options...
WhiteTreePaladin Posted October 15, 2013 Report Share Posted October 15, 2013 Generally, second stories are shorter than first stories, both in ancient and modern residential structures. I don't know what would be more historically accurate for this building though. Quote Link to comment Share on other sites More sharing options...
LordGood Posted October 15, 2013 Report Share Posted October 15, 2013 (edited) oh that wasn't an optical effect, that second floor was most definitely squashed xPsuper squashed, you see those doors that lead out to the balcony? lolGlad you caught thatdid a few edits and whatnotEDIT: uh, small oversight. The garrison flag prop point is floating now. I raised the second floor then compacted the building a tiny bit and forgot all about the empty xPptol_barracks_2.zip Edited October 15, 2013 by LordGood Quote Link to comment Share on other sites More sharing options...
leper Posted October 15, 2013 Report Share Posted October 15, 2013 Maybe make those one story parts a little less sloped (like the house behind the farmstead). It looks a bit weird with the second story not being sloped at all (or at least it looks that way) and the first one being that slopy. Quote Link to comment Share on other sites More sharing options...
WhiteTreePaladin Posted October 15, 2013 Report Share Posted October 15, 2013 I would say stick with whatever is more historically accurate. That way, when anyone complains about how something looks, you can just blame the ancient Egyptians. 1 Quote Link to comment Share on other sites More sharing options...
Enrique Posted October 15, 2013 Author Report Share Posted October 15, 2013 I would say stick with whatever is more historically accurate. That way, when anyone complains about how something looks, you can just blame the ancient Egyptians. Amen.I was working on this concept before I knew you already finished your model. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted October 15, 2013 Report Share Posted October 15, 2013 Hmm, not like these ones.I was hoping for maybe something more along the lines of the Mauryan or Persian barracks. With that in mind, I like Enrique's "better." It's up ro Enrique though, since he is Art Dept lead. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 15, 2013 Report Share Posted October 15, 2013 (edited) I like Enrique's doors. , may be Enrique need out some props, Lordgood is very nice, hard choose one. Very nice work both.But now I see, Enrique is most military, space for training grounds, walls are strengths or that are my perspective. Is closed in not open, so in attack nobodies can enter to courtyard or training ground. Edited October 15, 2013 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
WhiteTreePaladin Posted October 15, 2013 Report Share Posted October 15, 2013 Enrique's looks a little pale. Perhaps it's just the lighting? Quote Link to comment Share on other sites More sharing options...
Ludo38 Posted October 15, 2013 Report Share Posted October 15, 2013 ah, I must admit I prefer Lordgood's proposal... 1 Quote Link to comment Share on other sites More sharing options...
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