KyriakosCH Posted July 15, 2017 Report Share Posted July 15, 2017 While this is my first post, I have some experience with Blender, and currently I am creating part of the city of Priene. It was the polis of Bias, one of the seven sages of ancient Greece Concept art I am using is (mostly) this one: Current state of the polis is the following: 4 Quote Link to comment Share on other sites More sharing options...
KyriakosCH Posted July 16, 2017 Author Report Share Posted July 16, 2017 (edited) 21 hours ago, KyriakosCH said: And some progress... Do you like it? Edited July 16, 2017 by KyriakosCH 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 16, 2017 Report Share Posted July 16, 2017 It looks nice ! Few questions: What do you plan to do with it once it's finished ? If you plan to put it in the game remember that you can't have meshes with more than 32.768 triangles. Else you have to split it. If you want you can use the game textures to make it more realistic either Greek Roman or Seleucids texture atlases Would you be willing to model specific buildings for the game ? Do you have any experience with animation ? I probably have some more questions but this is all I can think about right now. Keep it up. 2 Quote Link to comment Share on other sites More sharing options...
KyriakosCH Posted July 16, 2017 Author Report Share Posted July 16, 2017 Hi I could try to turn it into a 0AD building, but I'd need some information on how to do that I am fairly capable of doing so if it is similar to turning a model into a CivIV or similar games building, ie with niftools or something like that (?). Textures may be an issue, given currently this is not uv-mapped, and I am not aware of 0AD texture conventions or anything else needed there (eg player colours?) I can do some animation, though nothing very flashy. But minor movements I can do, yes Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 16, 2017 Report Share Posted July 16, 2017 Quote I could try to turn it into a 0AD building, but I'd need some information on how to do that Feel free to ask Quote I am fairly capable of doing so if it is similar to turning a model into a CivIV or similar games building, ie with niftools or something like that (?). Here you just have to export tthe mesh to collada format (*.dae) and do some XML work. Quote Textures may be an issue, given currently this is not uv-mapped, and I am not aware of 0AD texture conventions or anything else needed there (eg player colours?) Player color = alpha transparency of the png file you are using. PNG files have to be power of two (eg. 1024x1024 512x512, etc...) You can work with DDS but we avoid it because the game automatically converts pngs to dds so there is really no need to bother with that format. Indeed you have to unwrap your models, and UVs have to be in the texture bounds, there is no texture tiling AFAIK. 1 Quote Link to comment Share on other sites More sharing options...
KyriakosCH Posted July 16, 2017 Author Report Share Posted July 16, 2017 ^Then I suppose it will be far easier to model some sole other building, and uv-map it from the start Any particular building in mind? (as long as it is reasonably greek) Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 16, 2017 Report Share Posted July 16, 2017 Well here is what you could do. A lot of players complain about the similarity of greek buildings in the Athenian, Spartan and Macedonian civilizations, so you could try replace some with new ones ? 2 Quote Link to comment Share on other sites More sharing options...
Skhorn Posted July 16, 2017 Report Share Posted July 16, 2017 You could give more divertisty too, to the set of greek buildings 2 Quote Link to comment Share on other sites More sharing options...
KyriakosCH Posted July 16, 2017 Author Report Share Posted July 16, 2017 (edited) Ok, but any type of building in particular? Are temples needed, or bouleyteria, or theatres or walls or something else? I'd also need to know what the largest size in-game is, and also what the practical size where a building still has to look good is (cause modelling in a full 3d game creates issues which most people try to combat with skins, but i am a bit OCD and model-oriented ) Anyway, the temple of the Athena Polias (Athena of the Polis) is also placed now: Edited July 16, 2017 by KyriakosCH Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 16, 2017 Report Share Posted July 16, 2017 You could do athen, spart, and mace, and temples, As you can see they are pretty similar right now. Just make sure to keep dimensions roughly the same, so that it doesn't affect gameplay much, but stays the most accurate. Quote Link to comment Share on other sites More sharing options...
KyriakosCH Posted July 16, 2017 Author Report Share Posted July 16, 2017 ^Hm, does anyone have the blender (or compatible; iirc blender can import DAE?) file of one of them, so I can just change stuff using a model i know already works? Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 16, 2017 Report Share Posted July 16, 2017 Here is the file. It's not the orginal, I'm not sure that file even exists, or it would probably be a 3dsmax format. athen_temple_old.blend 1 Quote Link to comment Share on other sites More sharing options...
KyriakosCH Posted July 16, 2017 Author Report Share Posted July 16, 2017 Ok! I will have a look and see what i can do Quote Link to comment Share on other sites More sharing options...
KyriakosCH Posted July 17, 2017 Author Report Share Posted July 17, 2017 (edited) 3 hours ago, stanislas69 said: Here is the file. It's not the orginal, I'm not sure that file even exists, or it would probably be a 3dsmax format. athen_temple_old.blend Ok, some notes: -textures are very nice. Model is nice too (though some -imo; i am not a professional modeller though - strange/idiosynchratic face splitting there). -only real issue is that the modeller has split his model to 2 parts (third part being simple, and has only a stone texture) which have a chaotic arrangement of texture uv-mapped, which means i'd have to re-arrange the file to work with what modelled bits already exist - or, alternatively, as i did for the time being, just use parts which have fixed mapped texture. Something i did not like is that there is room only for 6 columns to the side, when you have 4 in front. Afaik the usual would be 7 to the side when you have 4 infront, and some pics of small hellenistic era temples have that setting. The following has 6x4 (due to the uv map work i avoided ). Nothing else changed; just took out some wall parts, moved the walled room to the back, took out two secondary columns and added 8 to the sides: How different can the model end up looking? Does it have to use the current texture? How larger/smaller can it become? Taller/shorter? Edited July 17, 2017 by KyriakosCH 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted July 17, 2017 Report Share Posted July 17, 2017 Beautiful even in dark , @stanislas69 @niektb What you think guys? 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 17, 2017 Report Share Posted July 17, 2017 You can tear it apart and make a new one. You at least have to use one of the textures. If you use two you have to have two objects. For face split it's either because of smoothing groups or maybe he used some kind of mirror modifier. 2 Quote Link to comment Share on other sites More sharing options...
KyriakosCH Posted July 17, 2017 Author Report Share Posted July 17, 2017 Hm, quickest for me (assuming the model doesn't change massively) would be to make the columns a little smaller so as to allow for 7-4. Meant as a macedonian/hellenistic small temple. Eg the following is the concept: Quote Link to comment Share on other sites More sharing options...
Stan` Posted July 17, 2017 Report Share Posted July 17, 2017 Sounds good. Looking forward to see what you can do Keep in mind that all three temples will need to have unique features 1 Quote Link to comment Share on other sites More sharing options...
KyriakosCH Posted July 17, 2017 Author Report Share Posted July 17, 2017 Making sure it is as little work as possible ( ) and keeping what of the textures i could, do you think the above is passable? Quote Link to comment Share on other sites More sharing options...
LordGood Posted July 17, 2017 Report Share Posted July 17, 2017 That is a Roman temple, careful with those pseudoperipteral columns, they are a dead giveaway of Roman architecture, rather than Greek 5 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted July 18, 2017 Report Share Posted July 18, 2017 (edited) Indeed. This style Roman is more stylistic and Romans use other materials. And romans some times uses Tuscan order. This folllow that evolve, but this one of many characteristic. here are missing other columns order, like Minoan they creates his own style based in Egyptian. Edited July 18, 2017 by Lion.Kanzen 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted July 18, 2017 Report Share Posted July 18, 2017 On 7/16/2017 at 4:38 PM, stanislas69 said: You could do athen, spart, and mace, and temples, As you can see they are pretty similar right now. Just make sure to keep dimensions roughly the same, so that it doesn't affect gameplay much, but stays the most accurate. These are already as accurate as you're going to get. Quote Link to comment Share on other sites More sharing options...
LordGood Posted July 18, 2017 Report Share Posted July 18, 2017 I was thinking the Spartan's architecture could stray closer to early classical and use a warmer color stone 2 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted July 19, 2017 Report Share Posted July 19, 2017 14 hours ago, LordGood said: I was thinking the Spartan's architecture could stray closer to early classical and use a warmer color stone You mean more Archaic I think, and I would support that direction actually, as long as it doesn't turn into something fanciful. Spartans: Archaic architecture Athenians: Classical architecture Macedonians/Seleucids: Hellenistic architecture Quote Link to comment Share on other sites More sharing options...
LordGood Posted July 19, 2017 Report Share Posted July 19, 2017 Archaic architecture is a tad extreme, the border between archaic and early classical will still have those heavy solid doric columns but less... sausagey... 3 Quote Link to comment Share on other sites More sharing options...
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