Middle Class Base 01, 02, 03, 04, 05, 06 [Working]
Moderators: Haplo, Lead Developers
Middle Class Base 01, 02, 03, 04, 05, 06 [Working]
ok i am going to take all the bases left if that is alright....i just want to make sure the refrence is good before i get this all done!
http://i5.photobucket.com/albums/y171/PoHaEiFor/ConceptArt/Model%20Concepts/GoldmoorMC2.jpg
[url=http://img75.imageshack.us/my.php?image=mc2ps7.jpg][img]http://img75.imageshack.us/img75/2447/mc2ps7.th.jpg[/img][/url]
[url=http://img87.imageshack.us/my.php?image=mc3fs0.jpg][img]http://img87.imageshack.us/img87/5404/mc3fs0.th.jpg[/img][/url]
[url=http://img145.imageshack.us/my.php?image=mc5ju9.jpg][img]http://img145.imageshack.us/img145/9666/mc5ju9.th.jpg[/img][/url]
[url=http://img244.imageshack.us/my.php?image=mc4pm6.jpg][img]http://img244.imageshack.us/img244/5002/mc4pm6.th.jpg[/img][/url]
http://i5.photobucket.com/albums/y171/PoHaEiFor/ConceptArt/Model%20Concepts/GoldmoorMC2.jpg
[url=http://img75.imageshack.us/my.php?image=mc2ps7.jpg][img]http://img75.imageshack.us/img75/2447/mc2ps7.th.jpg[/img][/url]
[url=http://img87.imageshack.us/my.php?image=mc3fs0.jpg][img]http://img87.imageshack.us/img87/5404/mc3fs0.th.jpg[/img][/url]
[url=http://img145.imageshack.us/my.php?image=mc5ju9.jpg][img]http://img145.imageshack.us/img145/9666/mc5ju9.th.jpg[/img][/url]
[url=http://img244.imageshack.us/my.php?image=mc4pm6.jpg][img]http://img244.imageshack.us/img244/5002/mc4pm6.th.jpg[/img][/url]
Last edited by Fairwater on Wed Apr 11, 2007 5:18 pm, edited 2 times in total.
Ok well i am almost done them, i just found that they were a little high poly in places so i am nocking off a bunch of polys, the highest poly one after everything is on it is around 13000, which is alittle high admittedly but it is the most complex building.......how does everyone else feel....most of the others are around 8000 polys with one at like 5000
But Please note that this is not exactly "poly counts" that i am reporting but Strips. Which is almost what "turning quads into poly's" is equiventlt to. You see when you turn polys into "strips" it nearly doubles your poly counts so actually most of my models are around 1500-5000 polys.
anyways after i am done getting them down to size i will send them to morke who can hopefully optimize them alittle more!
Edit: it seems tough to keep up with oblivions low polys when there is so much "rounding to do"
But Please note that this is not exactly "poly counts" that i am reporting but Strips. Which is almost what "turning quads into poly's" is equiventlt to. You see when you turn polys into "strips" it nearly doubles your poly counts so actually most of my models are around 1500-5000 polys.
anyways after i am done getting them down to size i will send them to morke who can hopefully optimize them alittle more!
Edit: it seems tough to keep up with oblivions low polys when there is so much "rounding to do"
ok well i have about 12 variations on the 6 bases........i can make more just by moving the door frames and windows but it might just come to over load.....here i will post some pictures. I basicly just need to make some variations with domes which should seriously take mintutes then i don't know what is left to be done on them but uv's and textures.... i really need help on variations!
man these are awesome!!!
i did notice that all the windows have sharp creases (or breaks?) when you look at them from an angle. it took me a while to figure out how to fix that, but im working on making the smoothing look better.
i did notice that all the windows have sharp creases (or breaks?) when you look at them from an angle. it took me a while to figure out how to fix that, but im working on making the smoothing look better.
Rippin' through mesh,
Is what I do best.
Tear off a poly,
Amputate a Vertex.
Dexter: I dropped the word "communism", and people are thinking that Rihad is going to have red flags and lots of potatoes.
Is what I do best.
Tear off a poly,
Amputate a Vertex.
Dexter: I dropped the word "communism", and people are thinking that Rihad is going to have red flags and lots of potatoes.
I'm just going to say you rock. And your models rock. Rock on.
Forum Administrator & Data Files Manager
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
i think thats enough. we dont realy need that many MC's anyways, these will just about cover it all i'd think.
imho move on to the UV-ing. so that others can get to texturing. if making variations realy is that simple more can be made later should we need them
and once again, you rock
imho move on to the UV-ing. so that others can get to texturing. if making variations realy is that simple more can be made later should we need them
and once again, you rock
In hoc signo vinces
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
-
- Developer Emeritus
- Posts: 1742
- Joined: Sat Apr 09, 2005 4:01 pm
- Location: Athens, Greece
There are still some things to do before moving on to texturing and stuff, but if someone would like to experiment with textures, it'd be great.
Still to do:
Final improvements (with the aid of modulars) on these buildings.
Creation of some more modulars.
Creation of a decent warehouse and lighthouse.
Creation of MC interiors.
Creation of fortifications (walls, gates and towers).
Creation of UC buildings (approx. 3 are enough, right?).
Creation of castle/palace.
I wrote the list in the order these things are going to be made, and having in mind Noirgrim's list of needed stuff. If there's something you'd like to add/suggest, go ahead. Asap please.
Still to do:
Final improvements (with the aid of modulars) on these buildings.
Creation of some more modulars.
Creation of a decent warehouse and lighthouse.
Creation of MC interiors.
Creation of fortifications (walls, gates and towers).
Creation of UC buildings (approx. 3 are enough, right?).
Creation of castle/palace.
I wrote the list in the order these things are going to be made, and having in mind Noirgrim's list of needed stuff. If there's something you'd like to add/suggest, go ahead. Asap please.
first off i'll volunteer for texturing. i can uv map architecture really well, and i have a very expansive texture file. (lol im just not good at little tings like flutes XD )
mainly: (to Fairwater) I finished all but one of the houses (ill do the last today once i make coffe ive lowerd the polycounts by 300 to 1100 and i fixed alot of creases and breaks.
i'll upload the .3ds files here in a few....
mainly: (to Fairwater) I finished all but one of the houses (ill do the last today once i make coffe ive lowerd the polycounts by 300 to 1100 and i fixed alot of creases and breaks.
i'll upload the .3ds files here in a few....
Rippin' through mesh,
Is what I do best.
Tear off a poly,
Amputate a Vertex.
Dexter: I dropped the word "communism", and people are thinking that Rihad is going to have red flags and lots of potatoes.
Is what I do best.
Tear off a poly,
Amputate a Vertex.
Dexter: I dropped the word "communism", and people are thinking that Rihad is going to have red flags and lots of potatoes.
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
we alredy have a bunch of texes for these buildings (youve seen them). also, i'd think that some kind of official decision needs to be made on what textures are going to be used. i have no objections to you UVing and trying to texture, but just know that the textures you make most likly will end up changing some. this is not official realy, wait for poha and noir to say something.
id say more like 6 UC buildings, since both rihad and taneth have extensive need of them.
id say more like 6 UC buildings, since both rihad and taneth have extensive need of them.
In hoc signo vinces
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
-
- Developer Emeritus
- Posts: 1742
- Joined: Sat Apr 09, 2005 4:01 pm
- Location: Athens, Greece
Morke, by all means do try. While nothing's official, it's good to experiment a bit and see what fits and what doesn't. I'll be looking forward to watching your work
Oh, and although I didn't ask Fairwater for his permission (a thousand apologies man), I couldn't resist the temptation to post some of the progress. Buildings+modulars=some damn good job!
[url=http://img103.imageshack.us/my.php?image=garamatars4.jpg][img]http://img103.imageshack.us/img103/5236/garamatars4.th.jpg[/img][/url]
Oh, and although I didn't ask Fairwater for his permission (a thousand apologies man), I couldn't resist the temptation to post some of the progress. Buildings+modulars=some damn good job!
[url=http://img103.imageshack.us/my.php?image=garamatars4.jpg][img]http://img103.imageshack.us/img103/5236/garamatars4.th.jpg[/img][/url]
i figured you want to see me in action first hahaha
id be more than happy to give examples.
i'll texture mc1 with different styles and we'll see which texture works where. then you guys can figure out (if any are good) what needs to be changed or replaced.
i do have some ideas floating around on how to include the goldmoor colors by adding trim decals... but im ot sure how good i am XD ill run it by you guys if it works.
EDIT: hahah forgot the buildings i tweaked.
EDIT: nvm
id be more than happy to give examples.
i'll texture mc1 with different styles and we'll see which texture works where. then you guys can figure out (if any are good) what needs to be changed or replaced.
i do have some ideas floating around on how to include the goldmoor colors by adding trim decals... but im ot sure how good i am XD ill run it by you guys if it works.
EDIT: hahah forgot the buildings i tweaked.
EDIT: nvm
Last edited by morke on Wed Mar 14, 2007 4:07 am, edited 1 time in total.
Rippin' through mesh,
Is what I do best.
Tear off a poly,
Amputate a Vertex.
Dexter: I dropped the word "communism", and people are thinking that Rihad is going to have red flags and lots of potatoes.
Is what I do best.
Tear off a poly,
Amputate a Vertex.
Dexter: I dropped the word "communism", and people are thinking that Rihad is going to have red flags and lots of potatoes.
In private boards, feel free to drop as many f-bombs as you'd like (in that context anyway, unless you're Noir ). We don't really care, mate.
"You can remove spells from your list in Morrowind. I think it was shift-click, don't quote me on that though." - Cathartis
|[url=http://tinyurl.com/mnbsqv]Forum Rules[/url]
|[url=http://tinyurl.com/mj594z]Moratorium[/url]
| [url=http://tinyurl.com/6msxag]Writing for TR[/url]
|[url=http://tinyurl.com/mnbsqv]Forum Rules[/url]
|[url=http://tinyurl.com/mj594z]Moratorium[/url]
| [url=http://tinyurl.com/6msxag]Writing for TR[/url]
Thanks so much everyone!
Morke thanks so much for looking after this. i am having the weirdest phenomenon, while your models come up as significantly less polies in 3dsmax when i import them to .nif scope and check how many polys they are there, the numbers seem to be 20% larger than my unmodified files. I dont know what it is......if you could let know what you did to the models i might be able to figure it out! thanks
Sload.....yea i know i have actually made separate models and files for each base that has a dome on it....so they are not modular but we still have the full range of options.
Morke thanks so much for looking after this. i am having the weirdest phenomenon, while your models come up as significantly less polies in 3dsmax when i import them to .nif scope and check how many polys they are there, the numbers seem to be 20% larger than my unmodified files. I dont know what it is......if you could let know what you did to the models i might be able to figure it out! thanks
Sload.....yea i know i have actually made separate models and files for each base that has a dome on it....so they are not modular but we still have the full range of options.
Why the fuck can't I drop eff-bombs?
Fairwater: Just make sure those doors are not in the final mesh (if I see that correctly, and those are actually doors), but leave the door-jams. AWESOME! MESHES!
Fairwater: Just make sure those doors are not in the final mesh (if I see that correctly, and those are actually doors), but leave the door-jams. AWESOME! MESHES!
"Noirgrim, (who is accused of working too hard) is the worst kind of modder this project can get." -Ender
did you realize that i put both the origional model AND the edited one in each .3ds?
what i did is simply take out facets that no player will ever see, and re-model all of the walls that had windows. i cut each arch by 10 polys and each pillared-arch by about a hundred. (just by using editable poly tools instead of mesh tools)
the 4 things i use to make 99% of my models are a box, plane, clinder, and occasionaly a sphere. RARELY (or in a special mesh) i will use rails or windows or (commonly on weapon handles) a spring. i dont ever need to mesh from splines because i can use sweeping tools much faster, and splines have to be way to freikin perfect to work.
these buildings are REALLY good though. there were problems caused when you exported the objects simply because of the way editable "meshes" work other tan that i just tried to glean your ideas and re-create them with more welds!
oh, and on the upper level arches, (the ones with pillars) i took out SO many polys that i put a chamfer on the inside and still came up 100 short. that's the only thing i changed in your models. well, i did ad a rail on mc6 or mc6v2 (cant remember) because all that was there was a single surface.
what i did is simply take out facets that no player will ever see, and re-model all of the walls that had windows. i cut each arch by 10 polys and each pillared-arch by about a hundred. (just by using editable poly tools instead of mesh tools)
the 4 things i use to make 99% of my models are a box, plane, clinder, and occasionaly a sphere. RARELY (or in a special mesh) i will use rails or windows or (commonly on weapon handles) a spring. i dont ever need to mesh from splines because i can use sweeping tools much faster, and splines have to be way to freikin perfect to work.
these buildings are REALLY good though. there were problems caused when you exported the objects simply because of the way editable "meshes" work other tan that i just tried to glean your ideas and re-create them with more welds!
oh, and on the upper level arches, (the ones with pillars) i took out SO many polys that i put a chamfer on the inside and still came up 100 short. that's the only thing i changed in your models. well, i did ad a rail on mc6 or mc6v2 (cant remember) because all that was there was a single surface.
Rippin' through mesh,
Is what I do best.
Tear off a poly,
Amputate a Vertex.
Dexter: I dropped the word "communism", and people are thinking that Rihad is going to have red flags and lots of potatoes.
Is what I do best.
Tear off a poly,
Amputate a Vertex.
Dexter: I dropped the word "communism", and people are thinking that Rihad is going to have red flags and lots of potatoes.
NOIRGRIM .. THAT MEANS LESS POLYS YAY!!!!!!!!!
hahah and if windows are being made seperately thats like 2-3k less for the whole set.
hahah and if windows are being made seperately thats like 2-3k less for the whole set.
Rippin' through mesh,
Is what I do best.
Tear off a poly,
Amputate a Vertex.
Dexter: I dropped the word "communism", and people are thinking that Rihad is going to have red flags and lots of potatoes.
Is what I do best.
Tear off a poly,
Amputate a Vertex.
Dexter: I dropped the word "communism", and people are thinking that Rihad is going to have red flags and lots of potatoes.
awwww. ok. scince this is about FW's models: CAN ANYBODY MAKE GOOOOOD BUMPMAPS??? arghh photoshop hates me.
Rippin' through mesh,
Is what I do best.
Tear off a poly,
Amputate a Vertex.
Dexter: I dropped the word "communism", and people are thinking that Rihad is going to have red flags and lots of potatoes.
Is what I do best.
Tear off a poly,
Amputate a Vertex.
Dexter: I dropped the word "communism", and people are thinking that Rihad is going to have red flags and lots of potatoes.
Ok morke i just tested all the models and they all seem to be higher than the originals in .nif scope. See what happens is that when you import a file into .nif format, all of the triangle become changed over into strips which are easier for the engine to process. When you convert triangle to strips it is not a 1:1 conversion but depending on the way you construct your models it can create more strips (sometimes i have seen it being around 1:3 ratio). I Guess there is something in your reworking that when converted into strips creates more than necessary, now i will do some investigation and just replace that aspect with the original, so dont worry your work was not in all in vain!
oh shit. nobody download my previous post XD i forgot to use the commnd: export SELECTED!!!!!
ahhahahahahaaha
no wonder they are freikin huge.
ahhahahahahaaha
no wonder they are freikin huge.
Rippin' through mesh,
Is what I do best.
Tear off a poly,
Amputate a Vertex.
Dexter: I dropped the word "communism", and people are thinking that Rihad is going to have red flags and lots of potatoes.
Is what I do best.
Tear off a poly,
Amputate a Vertex.
Dexter: I dropped the word "communism", and people are thinking that Rihad is going to have red flags and lots of potatoes.
i be a L33Tn00b!!!!
- Attachments
-
- ok try it now.rar
- (295.92 KiB) Downloaded 91 times
Rippin' through mesh,
Is what I do best.
Tear off a poly,
Amputate a Vertex.
Dexter: I dropped the word "communism", and people are thinking that Rihad is going to have red flags and lots of potatoes.
Is what I do best.
Tear off a poly,
Amputate a Vertex.
Dexter: I dropped the word "communism", and people are thinking that Rihad is going to have red flags and lots of potatoes.
-
- Developer Emeritus
- Posts: 1742
- Joined: Sat Apr 09, 2005 4:01 pm
- Location: Athens, Greece
Sload: Do you think I'd come so far and ignore that domes aren't modulars? But I call them that (and doors too), because they are modulars in a way (from the modeller's perspective, since he can have them as individual objects and apply them wherever he likes).
Is this a Fairwater-Morke cooperation? Thumbs up, I love it guys.
Is this a Fairwater-Morke cooperation? Thumbs up, I love it guys.
colors shouldn't be too hard to change. i think they are a little to mediterranian right now. just lookin for feedback
Rippin' through mesh,
Is what I do best.
Tear off a poly,
Amputate a Vertex.
Dexter: I dropped the word "communism", and people are thinking that Rihad is going to have red flags and lots of potatoes.
Is what I do best.
Tear off a poly,
Amputate a Vertex.
Dexter: I dropped the word "communism", and people are thinking that Rihad is going to have red flags and lots of potatoes.
Hey morke those are great textures! just to let you i have way more buildings sitting over here that i have been fiddling with and modifying, i will slap on UV maps to them this weekend.... i was just sort of waiting untill i knew i wasnt getting any more concepts. But dont worry i will get a final version of everything up pretty soon.
El Scummbago- yea morke was helping me reduce the polies on the models! ps. i feel really stupid asking for this...but could i get a 3d concept of the stairs?
Part of me says we need more differentiation on the arches, with textures they just seem to blend with the base wall to much, Maybe a trim or something!
Edit: dammit and where is Poha? i want his approval, so i know to go ahead!
El Scummbago- yea morke was helping me reduce the polies on the models! ps. i feel really stupid asking for this...but could i get a 3d concept of the stairs?
Part of me says we need more differentiation on the arches, with textures they just seem to blend with the base wall to much, Maybe a trim or something!
Edit: dammit and where is Poha? i want his approval, so i know to go ahead!
i agree with FW, they need trim:that could easily be masked onto the maps.
i'll see if i can modify some modern stucco / plaster and put on some better colored placeholder texes. (yeah the colors don't fit much XD)
is there a concept for the trim design?
i'll see if i can modify some modern stucco / plaster and put on some better colored placeholder texes. (yeah the colors don't fit much XD)
is there a concept for the trim design?
Rippin' through mesh,
Is what I do best.
Tear off a poly,
Amputate a Vertex.
Dexter: I dropped the word "communism", and people are thinking that Rihad is going to have red flags and lots of potatoes.
Is what I do best.
Tear off a poly,
Amputate a Vertex.
Dexter: I dropped the word "communism", and people are thinking that Rihad is going to have red flags and lots of potatoes.
-
- Developer Emeritus
- Posts: 1742
- Joined: Sat Apr 09, 2005 4:01 pm
- Location: Athens, Greece
Here's what I was thinking: The light-brown areas (archs and columns) are made of plaster. The heavy-brown areas are made of bricks. Finally, the grey areas (frames) are made from some sort of unidentified material, much like Anvil's. Hope that can help a bit. But big rocks aren't the way to go here imo. Great texture indeed, but not suitable.