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Old 12-24-2006, 02:47 PM   #1 (permalink)
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German City

I am currently working on a German City to be used for a driving animation. I cannot provide you with poly's at the moment, because I am working Rhino3d, the model has not been converted to mesh yet. I normally do that when I am ready to start the UVMapping. As the city is a true WIP, I have not added any street side details as of yet, I am still roughing in the buildings only. Texturing is not a strong suit of mine, I come from a Cad Design background, so I am really awe struck by the modeling and texturing methods that are used in the gaming industry, that is why I hope to learn from them to improve the models and textures that I am using in the Engineering field. Crits are welcome, just remember that I am a noob to this field.

Regards
Vince
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File Type: jpg 2month-renderwire.jpg (170.2 KB, 110 views)

Last edited by vkirchner; 12-28-2006 at 08:22 PM.
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Old 12-25-2006, 04:20 AM   #2 (permalink)
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Looks like you've laid down the foundation and have something you're ready to build on. Is there a poly-count at all or will this serve a prerendered final product?

Regarding UV-mapping, I think your best shot in this case where 1) it's going to be a large scene, and 2) you'll be working alone, is to create, UV and texture in a "building blocks" sort of workflow. Instead of creating a fully custom city, you can use art assets as "lego" to place next to each other. This is especially true for street segments, window frames, balconys, etc.

Looking forward to seeing more progress
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Old 12-28-2006, 08:35 PM   #3 (permalink)
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No poly count right now, everything is still nurb surfaces. I will create the mesh when I right out the OBJ files for UVMapping. Th image I displayed is the start of the driving animation, the uphill portion. Then is goes downhill still on narrow streets, then opening up into the city square. The drive is supposed to move from the narrow street into the suare, around the shops in the square and back out onto one of the narrow streets for the finish.

I have tried to us object multiple times on building by scaling them slightly, reusing them on buildings later in the scene, and using the same features nultiple times on one building. I should be able to create multiple maps in photoshop with slight modifications of the layer to create variation in the maps. I post a few screen shots from the left and right side of the street to show you the progress on the buildings as we move along the street. I am just getting ready to start the buildings along the aquare. I have to decide if the square will have a fountain or a statue in the center. Also have plans for little covered tents for shop keepers to sell from in the square, like an open air market.

More to follow.
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Old 12-29-2006, 03:04 PM   #4 (permalink)
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Here is a shot of the left hand side of the street leading into the city square.
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Old 12-29-2006, 03:07 PM   #5 (permalink)
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Here is the right hand side of the street. This is only the first section of the road, there is a vast city square to be added next with roads branching out from it.
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Old 01-04-2007, 10:20 PM   #6 (permalink)
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looking good..but i have a question. you say that this is still nurbs surfaces ; wouldnt there be difficulty in converting it into polygons? there would be tessallation issues right?
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Old 01-05-2007, 04:28 PM   #7 (permalink)
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No, I do not believe so. I am working in Rhino, so the design is created in Nurbs. The mesh is created when I export the geometry to .3DS, LWO, OBJ, etc. This is when I have control over the refinement of the mesh, most of the shapes have been created with low poly in mind. Is there a guideline that is used to create low poly shapes, or is it driven by the engine that will ultimately be using the mesh?

I have attached a sample image showing how the mesh can be controlled after it is created.

Regards
Vince
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File Type: jpg sphere.jpg (89.4 KB, 25 views)
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