Here they are, those are the finished ones. Maybe need some tweaking on the
specular map but this is a working beta version of my houses.
Plus I resized the cobble morpheus :)
Some work on an Wc2Orc I did. there are some errors in the highpoly mesh but they wohn't matter in the normal map
etc.
Still have to figure out how to get a good diffuse out of mudbox. While texturing in mudbox it looks quite good but when
exported to photoshop it becomes a bit crappy, because the shaders and lightin are improving the mudbox texture.
Going to improve the diffuse with an ambient occlusion layer I think...
After exporting and converting tons of WoW models and creating a mod file that contains nearly every Lordaeron m3 file and many ground textures I returned to 3ds Max to work on the church again and also started to redo the whole helms deep thing (50% finished!). Just a little sign of life...
Yes, some of the first models, like the first houses and the first helms deep approach were started in maya and then exported to max, but I think some of my shading problems had to do with that export from maya, now that I 50% recreated helms deep it looks fine in the editor. so yes I am just using 3ds max now.
Okay, once my new computer arrives I will download the student version of 3ds then, or can you download more than one program, as student from Autodesk?
you can download multiple verisons of ALL programs ;) 32-bit, 64, bit, 2010, 2011, 2012,.... *gg* I use 3ds max 2011 32-bit on my old notebook, then used the 64-bit version on my new computer and now use the 2012 64-bit version, and same goes for maya and mudbox
Ok I'm back guys, and I'm reworking my balrog model, I am currently adding some pieces of armor to make it more interesting,
and maybe upgradeable (level 1 without armor, level 2 only the shoulder plate or sth...)
Finallay fully working models ingame + some of my old real textures... 8)
I reworked my concept, got much more into detail and more effective in terms of polycount etc.
These two house models are just the first two of a whole series of town models I think.
A third one is nearly completed.
The windows are of transparent glass and the floors are ready to be filled with some chairs, tables, beds,.. if needed ;)
animations are going to come, open/close, invisible roof/floors to walk in like e.g. in Dungeon Siege, etc.
hope you like them :)
ATTACHMENTS
Houses_Beta01.jpg
Houses_Beta02.jpg
Houses_Beta03.jpg
Houses_Beta04.jpg
Houses_Beta05.jpg
Houses_Beta06.jpg
BalrogHead02.png
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Here they are, those are the finished ones. Maybe need some tweaking on the specular map but this is a working beta version of my houses. Plus I resized the cobble morpheus :)
those look amazing........
@Milfeus Thank you!
This is my next challenge :) The church in Ankum, Germany (the village where I live)
Will you post these models so that we can use them? I would love to use them in my map.
Im just thinking; Using this many custom models will be a bnet killer. Anyone know if Blizzard ever plan to lift our 10mb limit?! :"@
Why should it be a Battle.net killer? Use one or more mod files :)
why should the right screen be a good screenshot? :P (get the pun here)
honestly, i taught you better with rendering out / providing wireframe and cropping the image, havent i?^^
uhm yeah, still need to get Vray for 3dsmax.. Btw. I'm also working on this one in Mudbox: Finally got my tablet :) Intuos 4 Wacom
Some work on an Wc2Orc I did. there are some errors in the highpoly mesh but they wohn't matter in the normal map etc. Still have to figure out how to get a good diffuse out of mudbox. While texturing in mudbox it looks quite good but when exported to photoshop it becomes a bit crappy, because the shaders and lightin are improving the mudbox texture. Going to improve the diffuse with an ambient occlusion layer I think...
Very w.i.p.
i recommend exporting the AOmap and using it as base for your diffuse texture in photoshop.
After some weeks of silence, I am back again^^
Current Project is a horse model which may turn into a Rohirrim or other rider units.
Hey I'm alive :D
After exporting and converting tons of WoW models and creating a mod file that contains nearly every Lordaeron m3 file and many ground textures I returned to 3ds Max to work on the church again and also started to redo the whole helms deep thing (50% finished!). Just a little sign of life...
This is all very nice and inspiring! :D Do you use 3ds Max for all of this?
Yes, some of the first models, like the first houses and the first helms deep approach were started in maya and then exported to max, but I think some of my shading problems had to do with that export from maya, now that I 50% recreated helms deep it looks fine in the editor. so yes I am just using 3ds max now.
Ah and of course mudbox for characters etc...
Okay, once my new computer arrives I will download the student version of 3ds then, or can you download more than one program, as student from Autodesk?
you can download multiple verisons of ALL programs ;) 32-bit, 64, bit, 2010, 2011, 2012,.... *gg* I use 3ds max 2011 32-bit on my old notebook, then used the 64-bit version on my new computer and now use the 2012 64-bit version, and same goes for maya and mudbox
Ah sweet :D Guess I will get right too it then!
A balrog I am working on. Just finished the first sculpting layer.
Ok I'm back guys, and I'm reworking my balrog model, I am currently adding some pieces of armor to make it more interesting, and maybe upgradeable (level 1 without armor, level 2 only the shoulder plate or sth...)
Update :]
Finallay fully working models ingame + some of my old real textures... 8)
I reworked my concept, got much more into detail and more effective in terms of polycount etc. These two house models are just the first two of a whole series of town models I think. A third one is nearly completed. The windows are of transparent glass and the floors are ready to be filled with some chairs, tables, beds,.. if needed ;)
animations are going to come, open/close, invisible roof/floors to walk in like e.g. in Dungeon Siege, etc.
hope you like them :)