Stan` Posted October 21, 2016 Report Share Posted October 21, 2016 (edited) I'd say for now focus on finishing the building. Props, in this case the worker, can be added later. Edited October 22, 2016 by stanislas69 4 Quote Link to comment Share on other sites More sharing options...
Ketu Posted October 28, 2016 Author Report Share Posted October 28, 2016 progress 13 Quote Link to comment Share on other sites More sharing options...
Ketu Posted October 31, 2016 Author Report Share Posted October 31, 2016 #2 13 Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 31, 2016 Report Share Posted October 31, 2016 (edited) How many polys are the flowers and roof decorations ? (Just curious) Edited October 31, 2016 by stanislas69 Quote Link to comment Share on other sites More sharing options...
Ketu Posted October 31, 2016 Author Report Share Posted October 31, 2016 4 Quote Link to comment Share on other sites More sharing options...
Ketu Posted November 3, 2016 Author Report Share Posted November 3, 2016 (edited) i create first concept of construction, ideas are welcome. Please close my application and move this thread to other Forum. there is my thread for 0ad http://dragonheaven.de/Low_Poly.html german is still better for me Edited November 3, 2016 by Ketu 6 Quote Link to comment Share on other sites More sharing options...
niektb Posted November 3, 2016 Report Share Posted November 3, 2016 Re: Decorations (I've read your blog at your website): that's no issue at all, small things like that make a building interesting to look at I think you can afford yourselves to decorate the walls of the main building a bit more. for example a few bricks aroud the corners like in (from memory) some seleucid buildings Nice construction concept! 1 Quote Link to comment Share on other sites More sharing options...
Ketu Posted November 3, 2016 Author Report Share Posted November 3, 2016 Ich hielte diese Idee längst im Kompf, aber trotzdem befürchtete ich, ob es wieder 'ne Zeitverschwendung wird, zwar im Endefekt das auch schön wirken kann. good idea... :-P Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 3, 2016 Report Share Posted November 3, 2016 Door are missing in main building , may be a window too. 2 Quote Link to comment Share on other sites More sharing options...
LordGood Posted November 4, 2016 Report Share Posted November 4, 2016 (edited) I agree with Stan and Lion, that the main building itself needs more features and details to make it as engaging as the decorum around it. Windows and doors are pretty big features to be missing. The akroterion and pediment symbols are very nice, though with such rich details there, it makes other areas of your model fall a bit flat. I'm sure there's a better texture for that awning in those texture files I posted earlier. You may need to split the geometry and tile them to keep those textures from stretching, but we can afford it poly-wise. If you would like to keep detailing, I'd say a good polygon estimate should be around 10,000 triangles overall. Another very big thing that I forgot to mention: building geometry MUST extend below ground level for adaptability to uneven terrain. Many of our contributors have done this craftily, using hidden subterranean staircases that become exposed when the model is built on uneven terrain, and other similar tricks you can see if you look in the Atlas Scenario editor yourself. And I see you saw the construction thread! Very well done, I think if you extend it below the ground plane a good amount, this model will be near perfect. One more thing, you need to read and 'sign' this waiver if we're going to be allowed to use this and future contributions of yours. Edited November 4, 2016 by LordGood Forgot to write 'awning' lol 4 Quote Link to comment Share on other sites More sharing options...
Ketu Posted November 7, 2016 Author Report Share Posted November 7, 2016 #3 i am just happy that i figure it with blender out 3 Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 7, 2016 Report Share Posted November 7, 2016 I'm not sure about such roof wall paintings accuracy on a military building. Apart from that looks good. If you have gimp I'd sugest you use clouds layers with Iwarp in order to makecloth wrinkles. it looks quite flat ATM 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 8, 2016 Report Share Posted November 8, 2016 The paintings is for temples and government buildings. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 8, 2016 Report Share Posted November 8, 2016 Hmm, the chosen textures not good. I'd use the textures like the blacksmith. 1 Quote Link to comment Share on other sites More sharing options...
niektb Posted November 8, 2016 Report Share Posted November 8, 2016 That might indeed be true, the Siege Workshop looks too clean and prestigious for a workplace. It should look a bit more humble, dirty and military I think... 3 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 8, 2016 Report Share Posted November 8, 2016 18 minutes ago, niektb said: That might indeed be true, the Siege Workshop looks too clean and prestigious for a workplace. It should look a bit more humble, dirty and military I think... I think the tile floors make it look civic. I would go with dirt floor. 1 Quote Link to comment Share on other sites More sharing options...
Ketu Posted January 16, 2017 Author Report Share Posted January 16, 2017 hele_struct_b is 1024x512, why? can i use this texture or is something wrong? Quote Link to comment Share on other sites More sharing options...
Enrique Posted January 16, 2017 Report Share Posted January 16, 2017 8 minutes ago, Ketu said: hele_struct_b is 1024x512, why? can i use this texture or is something wrong? There's no problem using it. Probably the texture was done that way because it contains mostly walls and rectangle-shaped maps. 1 Quote Link to comment Share on other sites More sharing options...
Ketu Posted January 16, 2017 Author Report Share Posted January 16, 2017 How many seperated objects can be used for one game model? I use now only ingame textures, but i need more than 3 textures they i like. So i split model currently to 4 parts and i use some hellenistic textures from the game. They are still in dds format but it is not problem. I need just one new texture for lion head and cloth maybe 256x256, nothing so big. I remowed tiles and used more dirty textures from hellens structure. Collumn see i only on one texture hele_struct_2 and other parts are very clean for workshop, thats it why i need so many parts with different textures. I quest there is not problem for Ram or long loading so can i split to 4 parts or how to figure it out? Quote Link to comment Share on other sites More sharing options...
Enrique Posted January 16, 2017 Report Share Posted January 16, 2017 You can use as many separated objects for the same structure as you need. It's just a bit different than using one texture per building, but in the end it let us save texture memory. You can also use PNG textures, don't have to worry converting to DDS. There are some textures that may have enough space to be modified if you think they can benefit from your additions. For example, I think there's some helle_decor texture that may have some room so you don't have to create a new small texture (or create small textures for different stuff if they can be used for smaller props on their own) Quote Link to comment Share on other sites More sharing options...
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