Tobi95 Posted September 14, 2014 Report Share Posted September 14, 2014 I've started the Temple of Capitoline Jupiter, I hope that's not a problem. Here a very Wip screen (after 1 or 2 hours): It currently has 1,7k Tris, but there are still a lot of details missing and some things need to be fixed. Quote Link to comment Share on other sites More sharing options...
Tobi95 Posted September 15, 2014 Author Report Share Posted September 15, 2014 My first approach to uv mapping, using the rome_struct texture:Next step will be some props and details. I'll probably use the following picture as reference: 2 Quote Link to comment Share on other sites More sharing options...
niektb Posted September 15, 2014 Report Share Posted September 15, 2014 Do you have renders from a different perspective?This one is quite hard to judge as the foreground is way lighter than the background.I'm not sure of the wall in the back, it looks really thick to me...A more detailed reference which might come into use:Other than that I think you're off to a good start (though I'm not part of the Art team) Quote Link to comment Share on other sites More sharing options...
LordGood Posted September 15, 2014 Report Share Posted September 15, 2014 Niceyou may want to import some of the existing Roman temples to make sure they scale with what you have, as well as with brick and tile size Quote Link to comment Share on other sites More sharing options...
Enrique Posted September 16, 2014 Report Share Posted September 16, 2014 Hey Tobi that's a nice start!My suggestions are:-----General- This building is going to be a wonder, don't be afraid of polycount, go for some good looking detail.- It'll be very useful to import a wonder or the big pyramid of the game into blender, so you can have a reference of the scaling in relation with the game world and the max footprint size.- As the above suggestion, importing a unit mesh will help you to control the scale of stair steps, windows, doors etc.-----Specific- At first impression it looks a little bit small, judging by the space between the columns.- Go for a wider staircase like the reference in your 2nd post, later in the road you can put two free standing columns at the entrance of the staircase like in the reference, it'll look nice.- If you want to save work&time, you can use some existing geometry for the columns: The macedonian building set have columns with corinthian capitels and basis already done, you'll just need to remap with the roman texture. Here's a helper if you want to do it from scratch by yourself: http://upload.wikimedia.org/wikipedia/commons/5/53/Schema_Saeulenordnungen.jpg- The angle of your render may be deceiving, but it looks like it should have a more squarish plant instead of a rectangle, but as I said it may be the angle.I'm going to repeat myself, but learning how to import/export 0AD assets to is a must if you want to test them out in-game and being able to reuse geometry and assets.The introduction of this post describes the steps to import the .dae assets into blender: http://www.wildfiregames.com/forum/index.php?showtopic=17542Don't hesitate to ask any questions and doubts you may have about the engine and/or import/export process as well as blender help if you need it! 2 Quote Link to comment Share on other sites More sharing options...
Tobi95 Posted September 16, 2014 Author Report Share Posted September 16, 2014 I've imported some meshes and copied some stuff from them, too Thats the footprint of the hanging gardens (left), my model (middle) and the big roman temple (right):As you see, it's almost square. I've changed a lot of stuff, so some more screens:There are still the doors missing. And the temple has on all pics a bronce statue of Jupiter on the top of it. I'll have to model it, too. 3 Quote Link to comment Share on other sites More sharing options...
Enrique Posted September 16, 2014 Report Share Posted September 16, 2014 Good progress.There's something wrong on the top-view screenshot comparing sizes though. The hanging gardens should be much bigger than the big roman temple you can check it in the atlas editor that in the game the temple is smaller than the gardens.Which blender version are you using?If it's 2.69 or newer you should mark the checkbox of "import units" when importing collada files into blender (the checkbox is in the lower left when you choose the file in blender after File-> export) That should fix the scale issue.Regarding the model... its headed in the right way, I'd try to move the exterior columns more to the exterior to be able to see the capitels better, or make the architrave not sticking out so much (and/or make capitles bigger). Remember that the 90% of the time the camera will be top-down, the capitels will be barely visible right now.Keep it up! good work. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 17, 2014 Report Share Posted September 17, 2014 Very nice one! Knowing the Romans, the Capitoline Triad resided within this temple! So, it was basically 3 temples in 1! Very cool. During Republic times it was very much influenced by the Etruscan. Quote Link to comment Share on other sites More sharing options...
Tobi95 Posted September 17, 2014 Author Report Share Posted September 17, 2014 Just some sreens of my progress...And you're right, I forgot to click on the "import units" checkbox. The temple is now somewhere between the gardens and the big temple. The next step will be the statue on the top of it. That's the more interesting and difficult part 4 Quote Link to comment Share on other sites More sharing options...
Enrique Posted September 17, 2014 Report Share Posted September 17, 2014 Great! keep it up!We're going to need a custom texture for that pediment too... Also... what's the problem with the column bases? Quote Link to comment Share on other sites More sharing options...
Tobi95 Posted September 17, 2014 Author Report Share Posted September 17, 2014 All the black stuff will be the player color. And the column bases are black and some specular.Ok, one custom texture for that statue and one for the pediment, or both merged in one? What resolution are you using for that? Quote Link to comment Share on other sites More sharing options...
Tobi95 Posted September 18, 2014 Author Report Share Posted September 18, 2014 My work on a Mid- to Highpoly version of the statue, which I will use as a base for fast retopology and for texture creation. Still some work to do... 4 Quote Link to comment Share on other sites More sharing options...
Radagast. Posted September 19, 2014 Report Share Posted September 19, 2014 Great work. Does anyone know which kind of animal the statues at the bottom of the structure in wowgetoffyourcellphone's reference are?For the humanoid-like statue in Tobi95's reference of his 2nd post, couldn't we reuse the existing Roman props or at least isolate the mesh from the other Roman temples + civic center (which to my knowledge already features a column with a winged angel ontop). Quote Link to comment Share on other sites More sharing options...
Tobi95 Posted September 19, 2014 Author Report Share Posted September 19, 2014 I want to reuse two of the statues of your screen to place them on the columns on the stairs in front of the temple.And the jupiter statue with the horses and the quadriga on the top of the temple. I'm currently working on a lowpoly version of this model Quote Link to comment Share on other sites More sharing options...
Tobi95 Posted September 23, 2014 Author Report Share Posted September 23, 2014 (edited) I don't have so much time, because I'll write a not unimportant math exam at Thursday, so my progress isn't as good as I hoped. I created a lowpoly version, unwrapped it and I'm currently working on texturing. I really like the new Blender release canditat's texture layer manager The texture is very work in progress and there are still some baking artifacts that I need to fix. Edited September 23, 2014 by Tobi95 Quote Link to comment Share on other sites More sharing options...
Tobi95 Posted September 30, 2014 Author Report Share Posted September 30, 2014 The statue's texture is nearly finished, now. There are just some baking errors I have to fix now. What texture resolution should it have? Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 30, 2014 Report Share Posted September 30, 2014 It can be 1024x1024 like the chinese bixies Enrique made (For the Han Mod) however since it doesn't seem to have a lot of details I'll suggest 512x512 Quote Link to comment Share on other sites More sharing options...
Enrique Posted September 30, 2014 Report Share Posted September 30, 2014 The statue's texture is nearly finished, now. There are just some baking errors I have to fix now. What texture resolution should it have?I like the detail you've put into it. Nice work. I'll request you if you could change the oxide texture though, romans used to paint their sculptures and this one should probably be painted too. You could make several parts golden, so you can save the texture paint in those places (chariot parts, etc)It can be 1024x1024 like the chinese bixies Enrique made (For the Han Mod) however since it doesn't seem to have a lot of details I'll suggest 512x512I made it 1024 because I usually work in big resolutions but I suggested you to downscale it to the resolution you want.1024 texture for such small statues is too much imo.If Tobi wants to go for a lot of detail we can use a bigger one that 512*512 and reuse the statue to put it in the ground and have it as an eyecandy asset that could look pretty. In resume, Tobi I'll suggest you to go for 1024*1024, we can always downscale it Keep up the good work! Quote Link to comment Share on other sites More sharing options...
Tobi95 Posted October 1, 2014 Author Report Share Posted October 1, 2014 Is it better like this? Quote Link to comment Share on other sites More sharing options...
Enrique Posted October 1, 2014 Report Share Posted October 1, 2014 Nice! Let's test it in top of the building to get a raw look of the final composition Quote Link to comment Share on other sites More sharing options...
Tobi95 Posted October 2, 2014 Author Report Share Posted October 2, 2014 The statue is now on the top of the building. There are some seams on the normal map, which I need to fix. And the new texture for the pediment needs to be created. 3 Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 2, 2014 Report Share Posted October 2, 2014 O_ODid you make it extend into the ground ? Quote Link to comment Share on other sites More sharing options...
feneur Posted October 2, 2014 Report Share Posted October 2, 2014 Could you please create a screenshot where it's more uniformly lit? Those images are lit in a very cool way, but it's hard to see things when it's such an extreme angle of light/low overall lighting. Quote Link to comment Share on other sites More sharing options...
Tobi95 Posted October 2, 2014 Author Report Share Posted October 2, 2014 Yes, I extended it into the ground. And sorry for the bad screens. I hope the following ones are better. Quote Link to comment Share on other sites More sharing options...
niektb Posted October 2, 2014 Report Share Posted October 2, 2014 Could it be that the statue on the roof is really dark? Quote Link to comment Share on other sites More sharing options...
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