At first I tried getting a low poly version by reducing the faces in sculptris, that worked quite well, but
then I started to do it the traditional way with plane modelling, which saved me 50% of the triangles the
other method needed, and the topology is much better, and here is the first version:
- 3,804 triangles, quite good I think, still enough space to attach armor and weapons etc.
Next I will try to bake a normal map without visible seams,
my next challenge and maybe some animation.
looks really nice so far, finally you manged to give your houses an interesting shape *thumbs up*
don't you want to show us the two houses you've already finished :?
I'm glad you stopped working on this orc, I would recommend you finishing your buildings before working on units !
nice. the town hall is looking really good so far! although the tower's roof seams to be a bit to big.
c&c:
-increase the size of this white texture and give it a used look + dirt
-the stone part in the your last picture looks strange compared to the other (nice looking) parts.
The used look is created via specular map mainly, I will show that as soon as i fixed the export problems,
maybe I found the problem now, but have to test it in a few days.
And yes you are right, the towers roof is a little bit high, but 2 clicks can change that so..^^
Finally fixed my shading problems, this is still a work in progress screen. I'll need to redo parts of the diffuse and the
whole normal map, but first I'm going to fix the shading on my older house models. It was the way I did my unwrap,
I always selected the parallel polygons and that included on the one hand for example the front side vertical wood
and the (flipped) back side wood, and those flipped UVs caused the problems I think.
PS: And I need to add a smokestack^_^
EDIT: Two houses still need shading fix, but in this facing they look fine
yes I know, triple post, but nobody posted and I think I found useful light settings for day 'n' night. (Mar Sara basically)
I already worked on custom textures for the trees, but they're not yet finished and tested, perhaps I should stay with the basic trees?
They seem to fit very well, or what do you think?
compare the trees to the cobblestones and then that with the stone tile (which is WAAAAY too big)
also, does sc2 support vertex normals? you should definatly figure out if, because if they do i'll have a trick for you ith which the trees wont look like there are planes scattered about them
So this is a first example of my better textures, gave them more space and
stopped working with only one 1024x1024 map set for all houses.
I have the choice between 5 different roofs, five different brick textures,
four different 'white' walls etc.
A first impression:
Hum, shoul've turned off the image smoothing in Max : /
I kept working on it the last hours and the legs have been "finished", thanks for your reply Dieable.
Well, there is no basemesh " Changed the proportions a bit, still not perfect, but it gets better I think.
Going to start the ingame Model next :)
Edit: Decided to make him wearing clothes at first =D
At first I tried getting a low poly version by reducing the faces in sculptris, that worked quite well, but then I started to do it the traditional way with plane modelling, which saved me 50% of the triangles the other method needed, and the topology is much better, and here is the first version:
- 3,804 triangles, quite good I think, still enough space to attach armor and weapons etc.
Next I will try to bake a normal map without visible seams, my next challenge and maybe some animation.
Ok gave up on the orc for a while :D
Continued with some medieval houses, finished two more and now I am working on this one, a town hall or sth.
Ur just awesome dude.
looks really nice so far, finally you manged to give your houses an interesting shape *thumbs up* don't you want to show us the two houses you've already finished :? I'm glad you stopped working on this orc, I would recommend you finishing your buildings before working on units !
Thanks for your comments!
Update:
nice. the town hall is looking really good so far! although the tower's roof seams to be a bit to big.
c&c: -increase the size of this white texture and give it a used look + dirt -the stone part in the your last picture looks strange compared to the other (nice looking) parts.
The used look is created via specular map mainly, I will show that as soon as i fixed the export problems, maybe I found the problem now, but have to test it in a few days.
And yes you are right, the towers roof is a little bit high, but 2 clicks can change that so..^^
ofc 2 clicks can change this, but this doesn't mean its useless..
and some dirt ? you can't add dirt via a specular map afaik
Finally fixed my shading problems, this is still a work in progress screen. I'll need to redo parts of the diffuse and the whole normal map, but first I'm going to fix the shading on my older house models. It was the way I did my unwrap, I always selected the parallel polygons and that included on the one hand for example the front side vertical wood and the (flipped) back side wood, and those flipped UVs caused the problems I think.
PS: And I need to add a smokestack^_^
EDIT: Two houses still need shading fix, but in this facing they look fine
Started with some terrain textures, they're still work in progress, difficult to get them work with lighting etc.
Edit: uuuhm bad quality : /
Edit 2: These are fully funcitonal and better quality!
yes I know, triple post, but nobody posted and I think I found useful light settings for day 'n' night. (Mar Sara basically) I already worked on custom textures for the trees, but they're not yet finished and tested, perhaps I should stay with the basic trees? They seem to fit very well, or what do you think?
Those textures are very, very nice. The trees look good, too, just needs anti-aliasing to fix the jaggies.
I agree, these textures are indeed very nice.
The trees are OK, but I would recommend working on the texture, it looks more like grass than needles of a spruce
and these trees seam very small compared to the stones of your road texture..
your sense of scale is really off!
compare the trees to the cobblestones and then that with the stone tile (which is WAAAAY too big)
also, does sc2 support vertex normals? you should definatly figure out if, because if they do i'll have a trick for you ith which the trees wont look like there are planes scattered about them
Jaja^^
I'm gonna upload some updated stuff tonight, gonna polish my existing models and textures.
I do not know if starcraft supports vertex normals, will have a look at that.
Wow these are some really nice resources. It's nice to see people doing some Medieval stuff.
So this is a first example of my better textures, gave them more space and stopped working with only one 1024x1024 map set for all houses. I have the choice between 5 different roofs, five different brick textures, four different 'white' walls etc.
A first impression:
Hum, shoul've turned off the image smoothing in Max : /
yeah, finally you did add some dirt to your textures *thumbs up*
i like these houses, but give us some ingame screens, your max render looks weird.