Hey guys, this may be a little unusual. but I have always wanted to work for The Creative Assembly. I have never been able to find references for the kind of polycounts they use for their structures in the TW siege battles and battle scape... does anyone have an idea what would be an acceptable polycount? anyhow, I want to doll up my folio and would LOVE to apply to CA but I wanted to do something that would specifically point out that I would be good for CA so I figured why not replicate parts of ROME and bring them up to date with modern poly counts and texture files.
what I have at the moment is basically a block out, the normals on the columns are mostly done, they just need some messing up but ill do that alter with the diffuse map. other than that its mostly place holder stuff until I get to each specific part. I'm trying to make space savings in the uv map by using alot of repeating shapes, the "support things" sitting just under the roof supports and the column parts themselves being a good example.. id like as much help as I can get at the moment so everyone is welcome
I know this Isn't the most flattering SS but hey it will do for today :P
so without any more blannering here we go :P
the dark block is basically human scale, this is designed to be a medium scale temple. not monolithic but impressive enough to make people go OOOooohhh
Replies
what references do u use?
oops double post. and my god that BG is painful, will fix it asap ::fixed::
ok ill give a little more first.. my poly count is 10k is that alot for something like this? can anyone tell me?
also another update yay! this one at least looks better
i added some detail to the wall now the temple structure is UV mapped the only thing left that is "placeholder" really is the outer edge of the base the temple stands on. a little more normal mapping work to be done and then i can move on to some colour.
any comments are good comments
ok maybe not any but still :P
::EDIT:: oh and dont worry there will be a door in the doorframe, I removed it because theres a massive smoothing error on the normal map :P
Can't help but find the curvy shape of the columns a bit weird. It feels a bit egyptian.
Would help if you post your textures also.
By curvey you men that they bulge out about half way down? That's easy to fix and yeh. I'd thaught the smae thing on the polycount. The problem is there just isn't anything I can look at that would give me any idea of the polycounts they have on the tw games. I can cut it down a little. I'm trying to place it between current shogun 2 and next gen which I'm guessing will be rome 2. So I want it higher than what's just come but still a belivable level. Does anyone know any details about empire or shogun 2 buildings? I might change the tops of the colomns. The ionic. Type might fit better and I should be aable to drop the number of tris with that. Its obviously the colomns that are upping the polycount. Do you think 2 texture sheets is over the top?
That base is made of 1 stone block ? pretty weird, also is the pediment, but its maybe still wip.
in other news I am now at 6k tris, thats a side effect of the changes to the coloumns, steps and the blocks that were going round the edge of the roof, a waste of polys as i can just texture them in.
if anyone has anything else to say feel free
Anyone have any comments?
@achillesian i will wanted to get it mostly finnished before i jumped into UDK and made a whole new set of headaches for myself :P
thanks guys
anyway, it's looking good! i'd like to see witha cool render in UDK or any engine!
i was thinking about that, but the texture is obviously tiled a few times.. im just a little worried about repetition.. yehwell spotted i have been going through the thing cleaning it up for moving into UDK and cutting the intersecting parts of the pillar is on my list. i 100% agree about the roof too. i was intending to putsome moss amoung the tiles to add some more interest... but totally forgot :P
@ ayoub44 i still need to learn how to use vertex painting properly. does anyone want to point me in the direction of a good breakdown of exactly how its done?
thanks for all the help guys. ill try to get more updates asap.
i played with shading in the brickwork. i like where its going so ill vary the shade a little and add a few bricks of a lighter/darker shade to help break it up. i finally got round to doing some sort of texture for the columns i think they are really starting to look alot better... i feel like i might have to redo the roof texture. its tiling a hell of alot and anything i change on the diffuse map is going to show up really badly especially if i do create a scene and use that texture on the other buildings i will have problems. so i think ill just pre-empt that and redo it now. the intersection on the columns i should be sorted now... other than that i think its getting there now. ill redo the roof and touch up a few bits before i try and move it into UDK, although im notoriously bad at getting UDK to do what i want :P
and since you asked so nicely :P WIRES http://usera.imagecave.com/nistrum/Templewires.jpg
i had a shot in Zbrush but feel my lack of good anatomical sculpting skills will just hinder the overall look...
Scroll down Orbs thread to see a mini tut on how to do it ;3
http://www.polycount.com/forum/showthread.php?t=83186&highlight=orb
thanks for everything guys. when i look at how i started till now i remember why i love polycount so much.. you guys are awesome :P