Looks like a good start. Although I don't know much about environment modeling; your geometry would be easier to read like this:
It may help you decrease the polycount too. And as you're modeling a mosque I think you'll like Mimar Sinan's works, especially Selimiye and Suleymaniye if you haven't already checked them out.
EmAr, he might have kept it like that for texturing purposes. Much easier to just texture half an arch and instance it a bunch. Same number of verts = same number of polys.
What you've got so far looks good. Have any reference?
yeah, i did it like that for texturing purpose. my reference pretty much is any decent picture i found on google. mostly using the blue mosque for reference.
Ah, I didnt realize it was an outdoor shot until I saw the most recent image. What I meant by "how far" was, how complete do you plan on making the scene? Will there be plants, fountains, tiled mozaic patterns, etc?
well im only gonna do the patio part, im breaking up the wall space and i think i will add some mossaic work , not too much. and some plants around. although im putting off the plants for last. but hey im always open for suggestions
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Looks like a good start. Although I don't know much about environment modeling; your geometry would be easier to read like this:
It may help you decrease the polycount too. And as you're modeling a mosque I think you'll like Mimar Sinan's works, especially Selimiye and Suleymaniye if you haven't already checked them out.
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Emar is right. Even if you do it for texturing purpose you can't do that in-game. Vertex paint will screw this.
Everything look nice tho=)
Emar is right. Even if you do it for texturing purpose you can't do that in-game.
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what wont work in game? the texturing or the lighting?
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He prolly did that just for fun. I never used a game engine who didnt need vertex paint in addition with the real time light. Collapsing lots of vertices like that give a weird shading over the polygons around.
One other thing I learned but can't talk much about it because i am no programmer is: Engine calculation is longuer when many edges collapse together, even if there is less polygon, the engine will take more time to calculate.
I got this as explanation:
Supose that you are doing optimisation and you can save polygons like I did on the right. The one on the left will be ''easier'' to render for the engine.
This is according to programmers here and a conference I went at the Game Summit.
that is very interesting clos3d. never would have imagined that. I have been aware of the lighting issue hith topology like the one i used. I learned it the hard way when using unreal. Even though im targeting game content i also wanted to keep the cuts like i would if i was just modeling. Ive had a few crits on my wires from previous stuff where i have "unnecessary" or "inefficient" cuts. thanks for that info though. keep those comments and crits coming
Damn, that's looking very cool. I like what you did with the columns, the extra detail made a big difference. Are you trying to style to a certain era though? Or just your own style?
not really going for a style/era. just trying to do my thing. but i wouldnt call it my style though. main goal is to make it look as best i can while constrainign it to game specs.
Just curious if you were going for ancient egypt, or something more current. You may want to look at some reference columns to see how they did their columns back in the day But for a game, it propably doesn't matter THAT much
I would suggest changing the railings you have by the door to something more akin to the arches. Something thicker, more defined, and less "Disneyland Que Gate".
yeah, i agree with more design to the doors but u havent added any doors yet till now. I messed a bit more with the lighting. i think ill leave it as it is right now. im using default lights from max and scanline 94 lights in scene
I think i will stick some wall lamps. so one would go there. but i think I will fill in that space with the paint as well.
here is the progress. I am getting into the final stages of this baby. At least I hope Im there
ok well begining the last round with this. i had some problems with the alpha for the plants yesterday, that was a nice waste of time but its all fixd now. Those domes have been put off long enough i think so time to attack them babies!
I tried a render between mental ray and scanline, i think i will stick to the scan line. test
Thanks a lot Sectaurs and Striff.
The walls are coming out of the arches, i originally had them going in, but after a few suggestions and seeing some reference i feel this looks better and a lot of real mosques have it. I am using a few bumps, only one normal for the domes and some speculars. I will give you guys the official final shot tomorrow along with another angle.
I agree that the arch stones sunk in look weird. I just don't see it working so sharply, especially at the points. The textures work, though they are so basic they could be procedural in most cases. Seems like you could put more love into the textures to enhance the way they are used in the environment. Also, what's up with those light things on the horizontal beams? They don't appear to be textured, and it's unclear their purpose.
Maybe it's just me, but I'd prefer a more over bright, early afternoon, high contrast lighting. Something like this:
I'd also look into some post processing, (light haze/fog, dust, distance blur, etc.) to take advantage of your rendering. A lot of these are real time features anyway.
Pretty good overall, add that extra pop to the scene, and I think you could have an exciting piece here.
Replies
It may help you decrease the polycount too. And as you're modeling a mosque I think you'll like Mimar Sinan's works, especially Selimiye and Suleymaniye if you haven't already checked them out.
What you've got so far looks good. Have any reference?
heres another update
Looks like a good start. Although I don't know much about environment modeling; your geometry would be easier to read like this:
It may help you decrease the polycount too. And as you're modeling a mosque I think you'll like Mimar Sinan's works, especially Selimiye and Suleymaniye if you haven't already checked them out.
[/ QUOTE ]
Emar is right. Even if you do it for texturing purpose you can't do that in-game. Vertex paint will screw this.
Everything look nice tho=)
Emar is right. Even if you do it for texturing purpose you can't do that in-game.
[/ QUOTE ]
what wont work in game? the texturing or the lighting?
[ QUOTE ]
Emar is right. Even if you do it for texturing purpose you can't do that in-game.
[/ QUOTE ]
what wont work in game? the texturing or the lighting?
[/ QUOTE ]
He prolly did that just for fun. I never used a game engine who didnt need vertex paint in addition with the real time light. Collapsing lots of vertices like that give a weird shading over the polygons around.
One other thing I learned but can't talk much about it because i am no programmer is: Engine calculation is longuer when many edges collapse together, even if there is less polygon, the engine will take more time to calculate.
I got this as explanation:
Supose that you are doing optimisation and you can save polygons like I did on the right. The one on the left will be ''easier'' to render for the engine.
This is according to programmers here and a conference I went at the Game Summit.
here is the progress. I am getting into the final stages of this baby. At least I hope Im there
I tried a render between mental ray and scanline, i think i will stick to the scan line. test
minor peeve, looks like the arch stones are sunken in from the walls... which is opposite as to how I understood they were made.
It would be good to see some other angles too!
The walls are coming out of the arches, i originally had them going in, but after a few suggestions and seeing some reference i feel this looks better and a lot of real mosques have it. I am using a few bumps, only one normal for the domes and some speculars. I will give you guys the official final shot tomorrow along with another angle.
Maybe it's just me, but I'd prefer a more over bright, early afternoon, high contrast lighting. Something like this:
I'd also look into some post processing, (light haze/fog, dust, distance blur, etc.) to take advantage of your rendering. A lot of these are real time features anyway.
Pretty good overall, add that extra pop to the scene, and I think you could have an exciting piece here.