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elementrix DeleD PRO user
Joined: 11 May 2006 Posts: 1300 Location: The Netherlands
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Posted: Fri Jul 06, 2007 10:24 am Post subject: village modelpack |
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ok here i will post all the house's when i finish them.
all house's will have interior and exterior (with interior i don't mean furniture)
i made a list with things i am going to make and here it is:
small house 1 - finished
small house 2 - finished
medium house 1
medium house 2
big house 1
big house 2
city entrance - finished
city defend wall - finished
defence tower - finished
guard house - finished
defence tower (one window, three doors) - finished
defence tower (one door, three windows) - finished
defence tower (two doors, two windows) - finished
watermill
windmill
church - finished
castle
monastery - finished
graveyard
and some small stuff:
ladder - finished
well - finished
wooden fence
stone/iron(rich) fence - finished
wooden fence door
stone/iron(rich) fence door - finished
street candle
bridge
stone pillar - finished
small house 1 (poly's - 127):
small house 2 (poly's - 114):
city entrance/gate (poly's - 441):
defence wall (poly's - 45)
defence tower (poly's - 124)
guard house (poly's - 265)
well (poly's - 82)
church (poly's - 320)
monastery (poly's - 782)
Last edited by elementrix on Mon Jul 09, 2007 3:56 pm; edited 22 times in total |
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elementrix DeleD PRO user
Joined: 11 May 2006 Posts: 1300 Location: The Netherlands
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Posted: Fri Jul 06, 2007 11:33 am Post subject: |
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here is the second small house:
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elementrix DeleD PRO user
Joined: 11 May 2006 Posts: 1300 Location: The Netherlands
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Posted: Fri Jul 06, 2007 2:33 pm Post subject: |
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here is the city gate, and i think it turned out very well
it can also be used as house.
Last edited by elementrix on Sat Jul 07, 2007 8:47 am; edited 1 time in total |
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elementrix DeleD PRO user
Joined: 11 May 2006 Posts: 1300 Location: The Netherlands
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Posted: Fri Jul 06, 2007 7:17 pm Post subject: |
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a defence tower:
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mappy DeleD PRO user
Joined: 18 Aug 2005 Posts: 340 Location: France
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Posted: Fri Jul 06, 2007 7:30 pm Post subject: |
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Nice models you have here !
One crit though (and I might be wrong) :
(In the red circle) I can't imagine a brick beeing used like that for a castle wall, ie cutted out like it is on the picture.
IMO, the wall top bricks should be unique and solid ones. _________________ OL. |
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Mr.Fletcher DeleD PRO user
Joined: 07 Aug 2004 Posts: 1772 Location: Germany
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Posted: Fri Jul 06, 2007 7:58 pm Post subject: |
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That's nice stuff! I like really like it!
Also, I agree with mappy. _________________ Behold! The DeleD Wiki! Please help us expanding it
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elementrix DeleD PRO user
Joined: 11 May 2006 Posts: 1300 Location: The Netherlands
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Posted: Fri Jul 06, 2007 8:05 pm Post subject: |
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thanks for your comment mappy, i didn't noticed that myself but i have edited it and now it's good.
here is the new version:
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elementrix DeleD PRO user
Joined: 11 May 2006 Posts: 1300 Location: The Netherlands
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Posted: Sat Jul 07, 2007 8:46 am Post subject: |
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and here is the guard house:
(not possible to use as house because the doors on the second floor for the defence wall, but i will make the same house but then without those doors so you can also use it as house)
edit: and here is the well:
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Sat Jul 07, 2007 9:52 am Post subject: |
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Hah, this is going to be great! (and by the way, your modeling skills seem to have improved vastly over the last year or so)
As a suggestion (feel free to ignore): From what I can tell from the screenshots, I think the interiors could do with a bit more detail (you pulled this off really nicely with the exteriors). I totally agree with the 'no furniture' decision, but the walls/floors/ceilings could use some variation (extruded parts, texture variation, frames around the windows, ridges on the ceiling, perhaps even lights/torches/etc.) |
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elementrix DeleD PRO user
Joined: 11 May 2006 Posts: 1300 Location: The Netherlands
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Posted: Sat Jul 07, 2007 10:00 am Post subject: |
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yes i also thought about this but i am really shooting for the very low poly in game use so that's why i decided to make the rooms a littlebit more "naked"
and if you make to much things in the walls etc. there will be less space for the furniture or otherwise you will put the furniture in front of it and then you will waste alot of poly's.
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and by the way, your modeling skills seem to have improved vastly over the last year or so |
yes i train alot |
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elementrix DeleD PRO user
Joined: 11 May 2006 Posts: 1300 Location: The Netherlands
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Posted: Sat Jul 07, 2007 8:17 pm Post subject: |
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and here is the church (not sure with the stone things inside that hold the roof)
the stone/iron fence , stone/iron fence door and the stone pillar:
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granada Team member
Joined: 07 Aug 2004 Posts: 1955 Location: England
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Posted: Sat Jul 07, 2007 10:05 pm Post subject: |
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Love it, a bit of lighting & i can see myselfe walking around these .
Dave _________________ AMD Phenom(tm)IIx6 1090t Processor 3.20 GHS
8.00 GB memory
Windows 7 64 bit
Nvida Geforce GTX 580 |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Sun Jul 08, 2007 6:52 am Post subject: |
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Well, by the looks of it, most of these pictures already have _some_ lighting included, but you can always create your own when you compose your level with it... which brings me to an interesting general question:
Do you, or do you not, include lights in the models of a modelpack?
I think you should, because they are easy enough to delete anyway, but it could easily lead to an overkill of lights if you include 16 models in a scene.
That, and the lights of the models might not fit the lighting settings of the scene, i.e. in this particular case Elementrix used very soft lighting (looks like the shadow opacity is somewhere around 50). If you'd use these models and the rest of your scene was build with a 90% shadow opacity in mind, some of these shadows might turn out to be very harsh and not what you had in mind at all...
Some of the commercial Torque modelpacks I've seen do include lights, but
a) They have portals to keep the light contained to just that model
b) Torque lightsmaps are usually so coarse that you don't notice anyway
But back to the original question: Thoughts, everyone? |
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elementrix DeleD PRO user
Joined: 11 May 2006 Posts: 1300 Location: The Netherlands
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Posted: Sun Jul 08, 2007 9:18 am Post subject: |
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in myt modelpack i will include one expample so that they can see what you can do with all the house's. this example will be a different file.
all the individual house's won't have lights included but if you want them the same as i have you just look at the sample project and place them at the same place and with the same opacity.
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it looks like the shadow opacity is somewhere around 50 |
you have a good eye for that because it's exactly 50 |
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Mr.Fletcher DeleD PRO user
Joined: 07 Aug 2004 Posts: 1772 Location: Germany
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Posted: Sun Jul 08, 2007 10:47 am Post subject: |
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Do you mean lightmaps or light objects? I'd vote against both because a) lightmaps won't probably fit to the other objects lighting and b) if you're serious with building a scene using this modelpack, you won't want your objects to be lit in the exact same way as the others. Also, as Paul said, it could lead to an overkill of lights. _________________ Behold! The DeleD Wiki! Please help us expanding it
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