plumo Posted November 7, 2013 Report Share Posted November 7, 2013 It can also be nice to model some Etruscan grave tombs, they would be a perfect prop. Quote Link to comment Share on other sites More sharing options...
Micket Posted November 7, 2013 Author Report Share Posted November 7, 2013 @plumoGoogle image search gave a varied result. Do you have a good reference image for it? Quote Link to comment Share on other sites More sharing options...
LordGood Posted November 8, 2013 Report Share Posted November 8, 2013 They're basically just man-made hills with stone walls,try a search for the Cerveteri necropolis, they're pretty consistent there Quote Link to comment Share on other sites More sharing options...
LordGood Posted November 8, 2013 Report Share Posted November 8, 2013 Round tombs seem dominant, keep in mind that different families could afford different size tombs based on wealth and prestige, so a few variants would be nice, if you decide to model them, of course Quote Link to comment Share on other sites More sharing options...
Micket Posted November 8, 2013 Author Report Share Posted November 8, 2013 Should the roofs be grass covered or is that something that happened over the years? Quote Link to comment Share on other sites More sharing options...
LordGood Posted November 8, 2013 Report Share Posted November 8, 2013 I think they'd be grass covered, enclosed tombs like that have been built by the Mycenaeans, It's prevalent in modern tomb construction as well Quote Link to comment Share on other sites More sharing options...
Genrih Posted December 8, 2014 Report Share Posted December 8, 2014 Hello,I have decided to update 3d model of the Etruscan temple and re-UV it for texturing. I've got good results, I guess what poly count can be reduced even more by removing tops of two middle columns which in any case will not be visible to the player.So far I've got: Reduce poly count from 8,723 (16,419 triangles) to 2,840 (4,674 triangles) New UV map with more texture space for the top part of temple I am going to tweak the UV map to reduce space for statues as far as in any case the current space not looking very promising and instead to give more space for objects on the roof. After, I will make texture for it. 4 Quote Link to comment Share on other sites More sharing options...
Stan` Posted December 8, 2014 Report Share Posted December 8, 2014 Not sure Tobi has given up on that one. However feel free to continue. Not sure if you know but we don't make new textures for building we use the texture set (ie rome_struct celt_struct) We make new textures for props. If you have any question feel free to ask either by pm (You should have five posts to do so) or by the tutorial and guides subforum in the art section. Quote Link to comment Share on other sites More sharing options...
feneur Posted December 8, 2014 Report Share Posted December 8, 2014 either by pm (You should have five posts to do so)Or right now as I enabled it already Real people can be given these benefits sooner, spambots should hopefully never get them So in other words: Genrih -- feel free to send PMs (private messages) if you want to 1 Quote Link to comment Share on other sites More sharing options...
Genrih Posted December 9, 2014 Report Share Posted December 9, 2014 Thank you stanislas69 and Feneur, even if this model is not actual I will finish it to warm up and get more familiar with the project.Definitely I have a few questions and will ask later Quote Link to comment Share on other sites More sharing options...
niektb Posted December 9, 2014 Report Share Posted December 9, 2014 Tobi95 was working on the Temple of Jupiter, not this one. 1 Quote Link to comment Share on other sites More sharing options...
Tobi95 Posted December 9, 2014 Report Share Posted December 9, 2014 Yes, it just uses the same texture and looks quite the same, because of that I haven't given up on it, but I don't have much time for it. 1 Quote Link to comment Share on other sites More sharing options...
Micket Posted December 13, 2014 Author Report Share Posted December 13, 2014 (edited) Hi Tiro,You showed that my model had 16k triangles, but this is not at all correct.I had a subsurf turned on for the pillars, which is nice when baking maps, but would not be used in the final model.I can only assume you have applied the modifiers, then tried to revert it back to a coarser mesh.There is only 3699 triangles in my model without these modifiers. Edited December 13, 2014 by Micket Quote Link to comment Share on other sites More sharing options...
niektb Posted December 13, 2014 Report Share Posted December 13, 2014 (edited) Hi Tiro,[...]Look a little higher for his actual name Edited December 13, 2014 by niektb Quote Link to comment Share on other sites More sharing options...
Genrih Posted December 14, 2014 Report Share Posted December 14, 2014 (edited) Hello Micket,First of all let me apologize in case I have offended you by saying what model has much higher poly count than it is in reality. You are right when I have imported model from FBX file, columns had a much higher polygon count. Looks like when model was exported the subdivision modifier was left active and exported together with columns. I have looked again over my import settings and didn't found any option to prevent this to happen. Perhaps this was caused by how blender export models to fbx or by 3ds Max during the fbx import . Below are my import settings. If you have some advice and found my mistake please let me know, this will be highly appreciated.Maybe fbx captured smoothing data and when 3ds Max imported object it subdivided columns geometryAny way it is not so important because subdivision glitches are easy to fix in such cases. In images above I just showed what I get when imported model to 3ds Max and what I was able to achieve after, just this and nothing else.In general model looks great and I have learned a lot from it, especially nice trick with removing polygons what will be not visible to player to decrease poly countAnd again my apology .Micket you mentioned about baking. I am wandering what kind of maps can be baked in addition to diffuse. I spent recent days reading on 0 A.D. wiki and as I have understood to model are applied just defuse texture, no normal map no AO are supported. Also stanislas69 pointed me what textures for structural models are predefined in form of texture atlas (I hope this is the right name for this kind of texturing technique). I am very interested in this topic please let me know where I can get more information.---As I said above recent days I have spent a lot of time reading on 0 A.D. Wiki and learned how to import models to Atlas engine . Bellow is the result of my journey I am not sure if the model size is right in comparison with other buildings. Also I have worked on texture and re UV-ed it 3 times and still I'm not impressed with the results. I get very low resolution on the basement and only way i see to increase texture density I see is to subdivide basement mesh. Now poly count is 3,087 triangles (2, 041 polygons). Edited December 14, 2014 by Genrih Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted December 14, 2014 Report Share Posted December 14, 2014 I think it should be bigger than the regular Rome храм, but smaller than a wonder. 1 Quote Link to comment Share on other sites More sharing options...
niektb Posted December 14, 2014 Report Share Posted December 14, 2014 The Wiki is somewhat outdated at certain parts. In addition to diffuse textures, normal and specular maps are available in the texture folder. AO is also supported but model specific and therefore needs to be baked.http://www.wildfiregames.com/forum/index.php?showtopic=17542&p=273078In-game however these need to be turned on. The problem is that it is not accessible in the Options menu.You need to create a config file like described here:http://www.wildfiregames.com/forum/index.php?showtopic=17326&p=290232http://trac.wildfiregames.com/wiki/Manual_SettingsEspecially materialmgr.**** is important. 1 Quote Link to comment Share on other sites More sharing options...
Micket Posted December 15, 2014 Author Report Share Posted December 15, 2014 (edited) Hi *Genrih* (sorry)Please don't think I was in any way offended! I just wanted to point out that there was probably some unnecessary (and perhaps inaccurate) mesh coarsening going on to reduce the triangle count.The baking I was referring to was just creating nice screenshots, and I mostly model animals (which are textured differently, you could easily just bake a bit of AO directly onto the diffuse texture). That would probably not work with buildings though.You can just delete the subsurf modifier (it is just applied to the pillars) if you are going to import it to another software (and just reapply a subsurf again if it ever comes to baking AO) Edited December 15, 2014 by Micket 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 29, 2016 Report Share Posted November 29, 2016 @Genrih Any updates ? 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 18, 2019 Report Share Posted May 18, 2019 this was a reference the last time. toby finish the Jupiter and others were working in this. Quote Link to comment Share on other sites More sharing options...
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