wowgetoffyourcellphone Posted July 2, 2021 Report Share Posted July 2, 2021 (edited) If someone would like to tackle the challenge, it would be great to have the Pantheon in Rome added to the game (perhaps as part of a group of wonders for a possible "Capture the Wonder" game mode). For DE I'd like to use it for Augustus' wonder (I'm able to change wonders and other things based on who you choose as a hero). Shape. Spoiler Statuary along the roofline and in the pediment. Bronze Rooftiles. --------------------------------------------------------------------------------- Mozaik 3D replica. https://us.mozaweb.com/en/Search/global?search=pantheon Edited December 28, 2022 by wowgetoffyourcellphone 6 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted July 2, 2021 Author Report Share Posted July 2, 2021 Yes, there is a Pantheon in the game, but I think a new model would be better. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted July 2, 2021 Author Report Share Posted July 2, 2021 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted July 2, 2021 Author Report Share Posted July 2, 2021 (edited) bconreportfinal-150711060306-lva1-app6892.pdf PDF about the construction of the Pantheon. Edited July 2, 2021 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
nifa Posted January 26 Report Share Posted January 26 I've tried my luck with the pantheon and this is what it looks like: I think it's quite ok for the start. It's my first project so it'll probably still have some flaws I'd be happy if some people could give me a feedback, I'll attach the blender files so maybe someone can also give me some technical advices. For everyone who wants to try it in Atlas, you can just copy the folder to your mods folder:) About textures... I think the mesh could have less triangles, maybe dissolve some faces and so on, but what I kind of struggled with are the textures. First I tried it with the texture of the existing pantheon and added a roof of rome_struct.png. Then I was thinking about creating a new texture file just for this building, but my texturing skills are too limited. In the end I ended up using four of the existing textures that I found already in the game. That's why in the end the mesh is sliced up in so weird props:D Anyway, it somehow worked, but still I got some unclean parts of texture on the mesh. The one on the left is the original one, the one the middle new mesh with old texture: So for the future, what would be the best workflow for texturing? First unwrap everything and make a perfect UV map, then paint a texture? Or use an existing texture and scale the UV islands according to it? How important is it to save disk space by using existing textures? Thanks a lot in advance! Pantheon.zip 8 Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 26 Report Share Posted January 26 45 minutes ago, nifa said: So for the future, what would be the best workflow for texturing? First unwrap everything and make a perfect UV map, then paint a texture? Or use an existing texture and scale the UV islands according to it? How important is it to save disk space by using existing textures? Thanks a lot in advance! Usually the best workflow is to use one texture, maybe two for props. 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 26 Report Share Posted January 26 On the model 12k tris is way too high. Maybe 4k-6k would be acceptable. Congrats on removing the unseen faces, it's usually where stuff goes wrong. You forgot to remove those from the inner roof though... Your building is way too round with faces, you should use smooth shading instead. There might be a way to get away with less faces on the front porch. 2 Quote Link to comment Share on other sites More sharing options...
nifa Posted January 26 Report Share Posted January 26 5 hours ago, Stan` said: Usually the best workflow is to use one texture, maybe two for props. So I'll have to make a new texture? I could try to lay it out nicely for someone with Gimp skills 5 hours ago, Stan` said: Congrats on removing the unseen faces, it's usually where stuff goes wrong. You forgot to remove those from the inner roof though... Thanks, I can remove those. It's just two faces which are partly inside so i didn't know if it's better to get rid of it. I guess hidden textures are even worse than a few additional tris? 5 hours ago, Stan` said: Your building is way too round with faces, you should use smooth shading instead. I tried using it on the dome, unfortunately it kills the stairs on top. Using mark sharp works but doesn't get good results. Nevertheless I cut down tris of the dome by half, let's see how it looks in the end. Object data properties -> Normals -> Auto Smooth is greyed out for some reason. 5 hours ago, Stan` said: There might be a way to get away with less faces on the front porch. Yes definitely. I think the columns especially have a lot. I'll cut it down. At the beginning it's hard to estimate how many segments a cylinder should have and i thought it would be easier to delete than to add geometry. I might lower the tris of the inside as well as it is only visible through the hole anyway. Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 27 Report Share Posted January 27 7 hours ago, nifa said: So I'll have to make a new texture? I could try to lay it out nicely for someone with Gimp skills In theory yes but ideally you'd reduce the number by making compromises and using a texture set as much as possible. 7 hours ago, nifa said: Thanks, I can remove those. It's just two faces which are partly inside so i didn't know if it's better to get rid of it. I guess hidden textures are even worse than a few additional tris? I mean the round roof has all its faces and some subdivisions in the cylindrical part. Can probably remove some. 7 hours ago, nifa said: using it on the dome, unfortunately it kills the stairs on top. Using mark sharp works but doesn't get good results. Nevertheless I cut down tris of the dome by half, let's see how it looks in the end. Object data properties -> Normals -> Auto Smooth is greyed out for some reason You need to split the part that needs to be round from the rest using the Y key. 7 hours ago, nifa said: Yes definitely. I think the columns especially have a lot. I'll cut it down. At the beginning it's hard to estimate how many segments a cylinder should have and i thought it would be easier to delete than to add geometry. I might lower the tris of the inside as well as it is only visible through the hole anyway. You can import other existing models to compare 2 Quote Link to comment Share on other sites More sharing options...
nifa Posted January 29 Report Share Posted January 29 (edited) Thanks for the help I cut it down from 12k to 7.4k tris. I imported the Columns from the roman Civic Center and used them for the Pronaos (the temple part). They look better now, but still have 2.8k tris only for the 16 columns, probably still to much considering they are much smaller. I could try to further decrease the number of tris or to do a texture rework if needed. Just need to know what I'm aiming for so let me know, I'm open to any kind of feedback I'll attach the files incl. blender files again. On 27/01/2023 at 8:04 AM, Stan` said: You can import other existing models to compare Btw, why are imported models often scaled so small and how can I see the seams of them? Also is there a way to unwrap uv-islands on top of each other? Pantheon2.zip Edited February 1 by nifa 2 1 Quote Link to comment Share on other sites More sharing options...
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