Sinbad's Model Thread

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Re: Sinbad's Model Thread

Post  Sinbad on Fri Sep 02, 2011 8:01 pm



here's a rough wip of my temple

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Re: Sinbad's Model Thread

Post  asomath on Sat Sep 03, 2011 12:05 pm

Nice work Sinbad, it looks lovely. Can't wait to see it when its done!

I've also now have the Prologue narrated. I'll upload it when I get back home.

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Re: Sinbad's Model Thread

Post  schveider on Sun Sep 04, 2011 9:30 am

Since I'm known for being local carper I've few suggestions Smile.At first I think the statues could be more massive and stiff like the ones in old Egypt and I would remove these two from roofs and place them in front of the main entrance(I would preserve the middle one).Second, because you wrote you took inspiration in HoMaM 3 fortress how about to make the last tier and the buildings on it bevelled?
And now only details: the roofs of that buildings on the top are deepened.Since region of Serenity should be tropical the rains are very often so the "builders" of this pyramid must count with it.You could add some drain for water(some kind of gargoyles could appear very well) or make another roof(btw I don't think there would remain much of that "rims" after so many centuries eventually).
My last note is about that dishes or bowls or how it is called.I think they are too deep.

I was quite brief, wasn't I? Very Happy

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Re: Sinbad's Model Thread

Post  asomath on Sun Sep 04, 2011 2:17 pm

Haha, we now know, if you need C&C, get it from Schveider XD

Anyways, I was wondering how compatibility of different screen resolutions with UI. Do we need UI redrawn for each of the popular screen resolution sizes?

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Re: Sinbad's Model Thread

Post  schveider on Mon Sep 05, 2011 12:25 pm

I didn't say I don't like it at all.I just said what I don't like on it. Razz

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Re: Sinbad's Model Thread

Post  Sinbad on Tue Sep 06, 2011 12:07 am

Cheers for the critique. I'll try and work those changes into my next update.

- Sinbad

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Re: Sinbad's Model Thread

Post  Sinbad on Wed Sep 14, 2011 8:00 pm

Thought I'd better post an update on my temple. here's some very rough concept art for the final look, and a wip of the lizarman statue model.

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Re: Sinbad's Model Thread

Post  schveider on Thu Sep 15, 2011 6:06 am

1) The pyramid concept looks really great.I imagined it somhow like that.
2)I think the narrowing in lizardman's waist looks wierd.

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Re: Sinbad's Model Thread

Post  Panda Tar on Thu Sep 15, 2011 2:17 pm

Interesting thing in there. The roof could also have a different solution (regarding the rains): holes. This way, small water ducts can transport water to the interior of the pyramid. Depending on how you imagine the inner dungeon, small cascades could be seen here and there due those holes, internal gardens, etc. It all depends on how dependable of water and nature the local folk was.
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Re: Sinbad's Model Thread

Post  Sinbad on Thu Sep 15, 2011 11:40 pm

Little WIP update on the actual temple construction. Should be finished as of end of today... hopefully... maybe.

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Re: Sinbad's Model Thread

Post  asomath on Fri Sep 16, 2011 2:18 pm

Can't wait to see it when you finish it!

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Re: Sinbad's Model Thread

Post  Sinbad on Sat Sep 17, 2011 6:02 am

New update, only have to do the tiers now and then texture it all.

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Re: Sinbad's Model Thread

Post  Sinbad on Wed Sep 21, 2011 6:49 pm

Sorry it's taking so long guys.. I guess I was overly optopmistic with my timeframe guesses. Here's my latest WIP:

So now I just have to add the damaged areas, vines, stairs and texture it all.
My guess is it'll take another week (now that I can be realistic about timeframe)

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Re: Sinbad's Model Thread

Post  Sinbad on Thu Sep 22, 2011 9:01 pm


just the vines and textures left now guys. do you think we'll need the vines? it's already getting to be pretty high poly..
Also, what sort of texture maps can the engne use? bump maps? normal maps?

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Re: Sinbad's Model Thread

Post  Sinbad on Sun Sep 25, 2011 11:44 pm

Added vines, time to texture.


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Re: Sinbad's Model Thread

Post  asomath on Mon Sep 26, 2011 7:21 am

I like how its turned out Smile But I dont know about the engines usage of mapping... thats a question for Schveider or Akkarin.

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Re: Sinbad's Model Thread

Post  Akkarin on Mon Sep 26, 2011 7:49 am

The engine does support normal maps, bump maps and shade maps.

I don't know much about texturing, but I hope you can find the necessary information at the following page: http://udn.epicgames.com/Three/TextureArtistHome.html

The pyramid looks really impressive so far. I can't wait to see final version.

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Re: Sinbad's Model Thread

Post  schveider on Mon Sep 26, 2011 3:11 pm

It looks great.However (critique again Very Happy ) I would add more damage especially to those edges of each step.And I think I forgot to tell you the vines aren't necessary since it should be done in SpeedTree modeller, sorry.

And about mapping: Akkarin is right most usual way is normal map, bump maps are supported too, but useless if used alone.Technique which combines these two approaches is called parallax mapping (or offset mapping) and is supported too.Shade maps are for those who work in 3D softs like max or maya rather known as Ambient Occlusion.

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Re: Sinbad's Model Thread

Post  Sinbad on Mon Sep 26, 2011 5:21 pm

Thanks for the feedback guys.

Ah good to know about the vines, but I might just leave them there now lol... Maybe they can be old dead vines that are now built into the actual temple or something..

I'll try and do something more with the stairs, but do you mean the actual stairway? or the tiers?
Maybe you could circle the areas that need more work?

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Re: Sinbad's Model Thread

Post  schveider on Mon Sep 26, 2011 7:06 pm

I meant edges of all tiers.They are too preserved :-)

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Re: Sinbad's Model Thread

Post  Sinbad on Mon Sep 26, 2011 7:52 pm

Right, I thought thats what you meant.
I was thinking I would do most of the cracks and weathering with textures, but maybe a few more damaged areas wouldn't hurt.

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Re: Sinbad's Model Thread

Post  Sinbad on Mon Oct 03, 2011 10:13 pm

Hey dudes, still just grinding away on the textures for this thing... It would be good to know if there are easy ways to apply procedual shaders inside the engine like the one I've used here, as this would mean I'm pretty much finished... The alternative is that I carry on UV Unwrapping everything so that I can manually apply texture images. Esentially in the end that would look better, but it means SOOOOO much more work and I'm getting bored.. Sad

So anyone that knows anything about the engine and its procedual shaders/material/texture capablities please let me know..



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Re: Sinbad's Model Thread

Post  schveider on Wed Oct 05, 2011 5:14 am

Hi Sinbad,
you could use only procedural shaders however materials in UDK often expects to have texture as an input and capabilities of shaders in UDK or HLSL in general are quite limited and you won't reach same results like in Maya easily and if you do the computational demands are too high.Next without UV (if I'm talking about same thing like you) you won't be able to make normal maps, right?If you wish, you can take a look at overview of all UDK's material expression nodes (~shaders) http://udn.epicgames.com/Three/MaterialsCompendium.html
And another links which you might find usefull http://udn.epicgames.com/Three/FBXMaterialPipeline.html http://udn.epicgames.com/Three/MaterialsTutorial.html

EDIT: If I may ask you, separate models of statue and bowls from pyramid.It would be easier to make materials for them

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Re: Sinbad's Model Thread

Post  Sinbad on Wed Oct 05, 2011 5:25 am

Thanks for your reply Schveider.

Yeah I suppose I will need to keep UV unwrapping everything for texturing then.
As you say, it will be impossible to do normals mapping and intricate texturing details without them.
I've already UV unwrapped over half of it including the statue, bowls and buildings on top.
Its just all the repeated stuff like the long beams and corner cube thingies that are getting a little tedious.

All I can say is that this is quite a learning process for me, as I had no idea it would take even a 10th of the time it has already taken...
Which sucks because I know there's still so much still left to do.

Oh well, at least after this I should have a more realistic understanding of how long something like this will take lol

Cheers,


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Re: Sinbad's Model Thread

Post  asomath on Wed Oct 05, 2011 7:24 am

Sinbad wrote:Oh well, at least after this I should have a more realistic understanding of how long something like this will take lol
- Sinbad

Haha, cheers to that!

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