Author Topic: The Official Phase Two City Contest: Amdeneir  (Read 163492 times)

Drelborn

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Re: The Official Phase Two City Contest: Amdeneir
« Reply #315 on: October 03, 2009, 08:55:26 pm »
Well, read the outline, and looked at the concept art, and now how a pretty good idea of what's going on. Here's one of my more recent models, though it lacks thick walls in most parts. SketchUp has some basic texturing, you can see a rough idea of that in my model. I have Blender, and every time I try I get a little farther in understanding it, but I'm still a long way off from turning out a model in it. And I'd love to do interiors! Would that mean mainly furnishings, or actual architecture inside (stairs etc.)? I can do either/or. http://img340.imageshack.us/gal.php?g=towerofthemoon.png
« Last Edit: October 03, 2009, 08:57:32 pm by Drelborn »
Monsters dark, and evil deep, all shall fade before the light, fire shall come, and red tounges leap, but no more shall come the night

Nikodemus

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Re: The Official Phase Two City Contest: Amdeneir
« Reply #316 on: October 03, 2009, 11:13:39 pm »
For planeshift you will need to use more polygons, more precisly triangles. Also CrystalSpace - planeshift engine has no support for curves, everything has to be triangles. Of course if there is a real quad, noone is converting to triangles. There are probably more rules to follow.
For blender you will get help/advice and also how to use it for UV mapping. and although this can be done through forums, IMO it is inefficient. ;p
You probably can have a better idea how to model after seeing how it is done, but of course we are not posting links to the 3d files in a forum post ;p



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Drelborn

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Re: The Official Phase Two City Contest: Amdeneir
« Reply #317 on: October 03, 2009, 11:34:07 pm »
For planeshift you will need to use more polygons, more precisly triangles. Also CrystalSpace - planeshift engine has no support for curves, everything has to be triangles. Of course if there is a real quad, noone is converting to triangles. There are probably more rules to follow.
For blender you will get help/advice and also how to use it for UV mapping. and although this can be done through forums, IMO it is inefficient. ;p
You probably can have a better idea how to model after seeing how it is done, but of course we are not posting links to the 3d files in a forum post ;p

So... I should make sure all my squares are divided into triangles?
Monsters dark, and evil deep, all shall fade before the light, fire shall come, and red tounges leap, but no more shall come the night

Zweitholou

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Re: The Official Phase Two City Contest: Amdeneir
« Reply #318 on: October 04, 2009, 05:56:28 am »
As I understand it, as long as you use polygons that aren't curved like NURBS curves in sketchup, then blender can convert them to triangles automatically when exporting to CrystalSpace. So don't make everything in tris, because bigger polys can be easier to texture and then be converted after texturing to tris.  The only time I use exclusively tris is when I don't know how the automatic change to tris will work, for example if I have a quad that isn't flat, but bent, and I want the tris to split the quad across one diagonal and not the other, then I manually divide the space up the way I want it. I know I'm repeating what Niko said to a great degree, but I'm trying to say the same thing in a different way.

It may interest you to know that there is a plug-in for blender that lets it import SketchUp files.  This way, If you are more comfortable modeling with SketchUp, you can model in SketchUp and then import with blender and work on textures from there.  I haven't tried out the plugin myself, but it may work for you.

Also, IRC is an effective way of conveying meanings and teaching easily and quickly, and it really would be a help if you could make it on. You can use http://webchat.freenode.net/ to login, and the channel which botanic mentioned earlier is #planeshift-citycontest.
Hope to see you there. :)

Interiors would mean both, if you like. The best place to start may be getting practice doing possible guildhouse interiors. They ought to follow the external structural patterns of the buildings, ie. the same angles in wall corners and several floors.

-Zweitholou

(p.s.- If I'm inaccurate as to any of this, please, someone who knows more than I, correct me.)
« Last Edit: October 04, 2009, 06:09:28 am by Zweitholou »

Drelborn

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Re: The Official Phase Two City Contest: Amdeneir
« Reply #319 on: October 09, 2009, 08:35:30 pm »
All right, started working on the chapel interior, and immediately ran into problems. The lines all seem slightly off, so there's lines going behind planes. And anything I try to pull out, (or extrude), is off from where it should be. I don't know if this is a result of the Blender to SketchUp switch, but its rather frustrating. I can't divide planes up either, since the lines are off. This means I can't put holes in anything. Another way of putting it is that the model doesn't line up with the axes properly. Any ideas? I could be doing something wrong, I don't know. Help would be appreciated. -Drelborn
« Last Edit: October 10, 2009, 12:23:34 am by Drelborn »
Monsters dark, and evil deep, all shall fade before the light, fire shall come, and red tounges leap, but no more shall come the night

Crj

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Re: The Official Phase Two City Contest: Amdeneir
« Reply #320 on: October 13, 2009, 12:57:17 pm »
There is a huge problem with converting from a non-polygonal to a low-poly format. Automatic optimization is ussualy very bad, especially if you have any curved elements. You will most likely need to export them seperatly.l Its also very likely the you will have to merge a lot of vertices, might not be that hard to do, but the normals of the faces will most definetly be changed in the process and mess up the uv mapping. I used a method in which i drew seperate polygons on the existing nurbs-model, but it takes a lot longer than building the actual model. Since you will have to unwarp the model in something that is not sketchup anyway, it might be easyer to start with blender.
Sketchup is a good tool for "sketching" ideas, but you will need a lot of tweaking before you get a good low-poly model. A good modeling tool for someone who wants to use nurbs like edditing methods, but needs a low poly model as an end-product is Cinema 4D, but unfortunaltly is a commercial product.
Also.. Bricks are evil!
It might be a good idea to avoid using any large areas of brick surfaces, unless you have really good textures, and so far i have seen extremly few, pure photo-textures won't do. The contrast between the bricks and the seams is ussualy too great, partly because it lacks relief and on flat CG surfaces gives a very different look that in real life. Some repetetive color patterns will also be instantly recognizable on a large scale, making it rather annoying to look at.
...which leads me to large surfaces in general... its ussualy not a very good idea. Try braking up the space with some constructive elements, this will help to establish a human scale and patterns in textures wont seem so annoyingly repetitive.
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Xillix Queen of Fools

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Re: The Official Phase Two City Contest: Amdeneir
« Reply #321 on: November 02, 2009, 03:49:39 pm »
What's the status?

Surely we'd enjoy having this in the release..

Zweitholou

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Re: The Official Phase Two City Contest: Amdeneir
« Reply #322 on: November 03, 2009, 02:11:51 am »
The lower quarter will be ready (with the exception of the temple's interior, which will be added later) to begin undergoing the team's review and testing on the 15th of November at noon PST.  We are working hard to meet that deadline.

peeg

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Re: The Official Phase Two City Contest: Amdeneir
« Reply #323 on: November 03, 2009, 02:53:26 pm »
 \\o// go, guys and gals! can't wait to roam the streets of Amedeneir!
What about some eye candy?
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Drelborn

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Re: The Official Phase Two City Contest: Amdeneir
« Reply #324 on: November 11, 2009, 05:38:05 am »
Yea... about that temple interior. Was having problems, and I've since been real busy with school. So, kinda lain idle for a time, hopefully I'll be able to work out the problems soon and begin to actually mae progress.
Monsters dark, and evil deep, all shall fade before the light, fire shall come, and red tounges leap, but no more shall come the night

Nikodemus

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Re: The Official Phase Two City Contest: Amdeneir
« Reply #325 on: November 16, 2009, 02:13:19 pm »
Drelborn, keep trying, maybe you will turn out really good. The time you spend now may reward you in the future as you will be trying to do something similiar.

ok, Big update. This may make it into current release, as we were speeding to fll the quarter fast. Not with the quality we previously worked, if there comes about layout, but we intend to keep working on it.
A big screenshots image:



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Morla Phlint

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Re: The Official Phase Two City Contest: Amdeneir
« Reply #326 on: November 16, 2009, 02:32:59 pm »
Great! Keep it up guys! Hope you can really make it into the coming new version. Can't wait to explore Amdeneir!  \\o//

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Tadano Hitoshi

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Re: The Official Phase Two City Contest: Amdeneir
« Reply #327 on: November 16, 2009, 03:08:03 pm »
Outstanding!  \\o//

Shangshi

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Re: The Official Phase Two City Contest: Amdeneir
« Reply #328 on: November 16, 2009, 03:09:48 pm »
wow, the pictures you showed look great, grats to everyone working on this. I really hope it makes it into the next release.

peeg

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Re: The Official Phase Two City Contest: Amdeneir
« Reply #329 on: November 16, 2009, 04:11:17 pm »
Some proper lighting, some entities, some details here and there .... It's going to be amazing! :) Great work guys!
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