Author Archives: tomas
Project RTS-buildings. Texturing coming along
Wip shot of texture (diffusemap only)
Some parts need to be brighter and the wooden beams around the base needs alot more detail.
The tree was hand painted against reference pictures.
Project RTS-Buildings. UVmap compleated, Opt-ed model further.
Just finished organizing the UVmap and I went trough the entire model one more time and optimized it further, losing about 200 polygons.
Left to do on todays assignment is to put up basic colors for all the parts of the model.
Project RTS-buildings. Building unwrapped
Uv’s have been unwrapped. Spoken to lockpick and they’ve granted me to use an additional tiling rock texture on the base, resolution to be specified at a later date. I will most likely make it a 512×512.
Project RTS-buildings.
Modeling done on the final fortress building.
Project RTS-buildings. Optimized model.
A weekend of really slow working, but that’s okay. I’m not supposed to work weekends anyway.
I’ve optimized about 1500 polygons from the model and I am about to make the tower. I’ve done some UVmapping along the way so I’m sort of nimbling on next weeks assignment.
RTS-Buildings. Scrapped rock entrance, remade it. Pic.
So I decided to scrap and redo the rockything seen in all previous posts. There was simply too many things going wrong and too many unknowns for me to risk continueing with that work flow. So here the (almost) final model is. There is a tower missing but i’ll make it tomorrow.
Sort of sucks having ”wasted” three days but oh well, shit h appends.
Project RTS-buildings. Work of today
Started by remaking the faulty model from yesterday.
All the while when working on it i brought it into mudbox to make sure I could Sub-div it.
Started defining its shape.
Finished defining the basic shape. Ready for mudbox work
After first pass in mudbox. Will return to it tomorrow, tho the basic shape is all done. Spent the better part of tonight making the low-poly version and uvmapping it. Now i got a headache and I’m going to bed.
Project RTS-buildings. No trouble
Stoping for lunch now. Decided to remake the model to enable work in mudbox and I also found what the problem was with the old model. It’s very stupid, but if I use ”Extrude Face” on the model it won’t work in Mudbox (Crash at 90% when sub-diving) but I can use ”Extrude Edge”.
I’ll post a step-by-step image thing later tonight.
Project RTS-buildings. Trouble
Been having problems ever since the last post. The model quite simply wont sub-divide correctly in Mudbox, but crashes at 90%. I know this error, because I’ve gotten it before: It’s the result of a faulty model. Problem is I’ve spent better part of 3 hours going over the model vertex-per-vertex and I’ve corrected the small faults I’ve found but the problem in mudbox remains. At the moment I am considering two options: 1) Remaking the model and hoping it works or 2) Not doing the pass in mudbox and simply texture it using photoshop.
Option 1 could possibly result in a working model so I can work on it in mudbox OR Another faulty model I don’t know what to do with. Option 2 would result in a quick optimizing session and then simply start texturing it, but would most likely not achieve as good results as mudbox when it comes to the normalmap.
I’m done working for today, will decide tomorrow.