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Plaza
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tatts
DeleD PRO user


Joined: 21 Dec 2006
Posts: 94

PostPosted: Fri Feb 29, 2008 7:26 am    Post subject: Plaza Reply with quote

this is a plaza that I have been working on, so far ir is a single object with 2333 poly's still not complete though. still have to do the textures for the windows, doors, ect ....
the only downfall I see for me so far is the fact that I like the way darklights add it's shadows and lighting over any other program that I've tried so far. Problem is, I have absolutely no idea how the get darklights to map through transparent textures like deled does. But anyway here what i have so far.





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Nocturn
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Joined: 08 Aug 2004
Posts: 635

PostPosted: Fri Feb 29, 2008 8:51 am    Post subject: Reply with quote

The first screen looks a bit strange, maybe you should edit the UVs there properly and the blue texture looks a way too unralistic. The Scene looks quite good, it's big, i like that.
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Andreas233223
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Joined: 29 Jul 2007
Posts: 359
Location: Germany

PostPosted: Fri Feb 29, 2008 12:14 pm    Post subject: Reply with quote

I think the blue roof has a too strong coloure.
You should make it a bit more gray, so it better fits into the scene. Wink
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Mr.Fletcher
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Joined: 07 Aug 2004
Posts: 1772
Location: Germany

PostPosted: Fri Feb 29, 2008 12:22 pm    Post subject: Reply with quote

Very nice Smile
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tatts
DeleD PRO user


Joined: 21 Dec 2006
Posts: 94

PostPosted: Fri Feb 29, 2008 1:21 pm    Post subject: Reply with quote

actually there is nothing wrong with the uv's in the first shot perhaps it is how i took the screen shot. the blue roof is actually a clip from a pic that I took from the actual building. this building and the two others that I have in my sharing pics post are actual buildings from around the neighborhood.

anyway will have more pics later. Smile
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santutatu
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Joined: 18 Aug 2007
Posts: 729
Location: ARGENTINA

PostPosted: Fri Feb 29, 2008 1:53 pm    Post subject: Reply with quote

Yeah it looks cool Smile
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tatts
DeleD PRO user


Joined: 21 Dec 2006
Posts: 94

PostPosted: Fri Feb 29, 2008 2:58 pm    Post subject: Reply with quote

I thought i'd share just a couple pics of the actual complex.




Mind ya there are still things that I have to finish with my model such as window textures, store front signs, heating and air condition units for the roof and so on, just mainly little stuff that can be added in over time Smile
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Adar
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Joined: 29 Aug 2007
Posts: 233

PostPosted: Fri Feb 29, 2008 3:13 pm    Post subject: Reply with quote

That's pretty damn close, I like it ! Razz
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Mr.Fletcher
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Joined: 07 Aug 2004
Posts: 1772
Location: Germany

PostPosted: Fri Feb 29, 2008 3:25 pm    Post subject: Reply with quote

We've got your coordinates, now we can hunt you down Wink
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Tincho
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Joined: 24 Aug 2007
Posts: 357
Location: ARGENTINA

PostPosted: Fri Feb 29, 2008 4:38 pm    Post subject: Reply with quote

Mr.Fletcher wrote:
We've got your coordinates, now we can hunt you down Wink


LOL Laughing Very nice models, tatts ... Smile Cool
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tatts
DeleD PRO user


Joined: 21 Dec 2006
Posts: 94

PostPosted: Fri Feb 29, 2008 6:03 pm    Post subject: Reply with quote

We've got your coordinates, now we can hunt you down

Lol that's ok let them find me, It would be good for the tattoo business Very Happy

thanks again for the compliments Smile
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Daaark
DeleD PRO user


Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Fri Feb 29, 2008 6:31 pm    Post subject: Reply with quote

I like it, but to make it a single object is a bad move. Every frame you have to do a polygon collision test against every polygon in the model, since it isn't broken up into smaller objects.

I want to see where this goes. Finish those signs! I love urban models like this.
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tatts
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Joined: 21 Dec 2006
Posts: 94

PostPosted: Fri Feb 29, 2008 10:04 pm    Post subject: Reply with quote

I've always been under the assumption that it is better to have models that are of one object rather than made up of multiple objects.

I was hoping to eventually use these models to create a small town or city somewhat like the GTA series. But truthfully I don't even know how many poly's is considered to be to much for a single game model such as a building.
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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Fri Feb 29, 2008 10:51 pm    Post subject: Reply with quote

tatts wrote:
I was hoping to eventually use these models to create a small town or city somewhat like the GTA series. But truthfully I don't even know how many poly's is considered to be to much for a single game model such as a building.
Because that number doesn't exist. It's up to you to decide, and also your tools and engine.

Only merge things that make sense to be merged. Do not merge an entire city.
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trucker2000
DeleD PRO user


Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Sat Mar 01, 2008 2:07 am    Post subject: Reply with quote

Daark is right. Your buildings are looking great tho. Smile
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