I'm still very much learning 3ds Max and modelling in general and after perhaps biting off more than I can chew with my first project I've decided to reign it back and try and model something for UDK from a photo reference I took recently.
This is a Gothic Cottage and I'm at the initial blocking out stage. I plan to make some parts in high poly for baking our normal maps. Today I got the arches section more complete using a separate object which I'll attach later. It took a while to find a way to construct this but got there in the end.
As this is a learning to project I'm interested in peoples thoughts as I progress. I hope to update reasonably often.
Reference:
WIP Blockout:
Replies
http://www.newyorkcarver.com/geometry/equilarch.htm
Love gothic architecture! I'm making something similar at present-
I like it! Continue. Can't wait to see more.
A little bit of additional work done on the blockout.
Lovely building, lots of scope for some really interesting shapes, I particularly like the way the bench joins the wall beneath the window, it's these little 'mini scenes' that make for good environment work
This would work fine. No artifacts. No nothing. I'd probably be doing it like this aswell but maybe have 2 windows for variation depending on the scene. There's always overlay and grunge stuff you can do with material shader to add extra variation.
While mirrored like this might give a seam/artifact down the middle.
I usually think like this. If it's a solid object don't split it down the middle. It will produce seams in UDK. It's totally fine to mirror a whole object with a normalmap however without any artifacts.
Best example is the wheels of a car i suppose. Don't split the wheel in half. Give it it's own normalmap. Then you can mirror the wheel to the other side of the car aswell without issue. I should make more pictures but eh, I hope you understand me
The window arcs will most likely share a single stone texture. I'll need to experiment with the space I have available on the map. At the moment I'm thinking a 2048 texture for the unique details + a tiling 512 for the thatching on the roof. I'm not yet sure exactly how best to approach texturing and unwrapping yet.
I've done some more blocking out for the seating. Took me way longer than I'd have liked but now have something pretty decent. Again, I'm planning to make higher poly versions of the seats for the detail which I'll bake into the normal map. Not sure yet whether to build out a bit more in the low poly silhouette for the backs of the seats or just rely on the texture.
Here's the topology before the turbosmoothing.
LERP = Linear interpolate. In UDK material editor it has three inputs: the alpha source, A and B. Then it interpolates the output between A and B based on the alpha. You can use different things as the alpha source, vertex colour for example.