So I have been working on this environment piece, from the concept art of warhammer online ( thanks mythic! ;-) ) ... The terrain in the shot right now is more or less refrence at the moment. it is sittin at about 2600 right now, and i still got the cannons and racks and some other details to put in before start on textures...
here's the mythic sketch:
Mythic Sketch
and here is where I am currently at:
Wall's Current Status
please c&c, thanks!
Replies
I hope to start textures if not tomorrow, then day afterward.
Slight update!
@ Xeto, yes, im going to go back and do those cannons, uhm now actually, and thanks! cool avatar by the way, heh..
Unwrapping now..
Should there be a way to get up to the pot of boiling oil (or whatever that vat contains)? I dont see any stairs or ladders leading up there.
and for the top oil pot..
Well, see that's the thing, not quite sure how they meant it. In the original mythic sketch there are what looks like some slight, uhm, edges? , that go up the side to the top, like a built in ladder-esk system, but i cant tell from the sketch if the crank wheel is accessible from the inside or not. So, I just went with what you see there. figured I would texture in the little step ledges, :-)
@ Funka - Right on... thanks for the heads up
There's really no reason to have those pieces built into the main mesh.
i think brome's post best describes their current situation to the main mesh. they are laying over the wall's mesh , there is intersecting geometry etc etc.. :-)
i can get u guys a better pic if you would like, just tryin to hammer at the textures at the moment...
the smoke stack, the hot oil pot, the crank wheel, the organ guns the cannons and the dragon themed wall cannons are all seperate from the wall's main mesh... :-) thanks
You can clearly see you have all of the tri-fans built into the wall, connecting that cannon piece directly to the main mesh. If they're in fact NOT connected, what did you build underneath it, that required cutting into the wall geometry? Something there is obviously cut into the wall.
ok so now that there is no misunderstanding on the mesh, explain to me the problems with this...
also my mindset when i did this was, i would have indentation on the wall for the hole this cannon comes out of, leaving the cannon seperate from the wall for rotational purposes...
whatchya think?
You could fake that indentation with a normal map and just have that square plane be 2 triangles, rather than 16 like it is now.
And if you really want a hole like that don't make it 16 sides, its a bit overkill.
EDIT: You've also got a few too many edge loops on that cannon. Specifically towards its tip theres an edgeloop there thats doing nothing for the guns shape. So unless its there for textures purposes I'd kill it.
Anyway, coming along pretty nicely. I'd probably treat those cannons on top of the wall as completely separate entities (give them some real polys, and a separate texture sheet). They are pretty low poly for something that'd be the size of a player character. It's good practice, too. Gotta make sure you are always thinking of what the player is actually going to be seeing, and spend the polys/textures accordingly. Those cannons sticking out of the face of the wall could easily be half the polys, since you'd only really be able to see it from the ground.
thanks everyone! :-)
and if your polyocount is still under 3k i would say you could go well over double that of an asset this size and still have it preform good.
i mean.. how would i know that? hmmm educated guess i supose
It's looking good man. And damn you for posting that game on your myspace... i've lost hours of my life! Hours i'll never get back!
sorry for the lack of updates guys, im fartin around with these textures atm, i will post soon as it is presentable, thanks to everyone for the kind words, support and crits, its all very helpful...
:-) i will get some more up here as soon as i got a respectable update to add.
but uhm, mostly just the original concept art piece off of the warhammer site. I was trying to bring it to life from the concept art, without copying tit for tat of what mythic has already done with your version.
I had got done with the modeling and had just started the textures when I noticed on the Warhammer site, in the screenshots section, the finished version of this wall actually in game and on the site in screenshots. It was the first I'd seen of it, honestly. So I had made everything from that point from nothing but that concept art. so I continued to do it that way, except for instances where I needed more refrence for things like the bronze face piece or the stone faces in the out reaching walls.
might have taken a couple hints and nods and direction from some mythic pieces at that point. ;-)