this is the first "finished" (I'm sure there are still some changes to do, ...) model I've ever created,
so I'd like to share this with you. It is the first one in a series of medieval buildings I am going to
create for RPGs or sth. else...
The Edges at the roof will be updated tomorrow I think, they are caused by my intention to create one
single texture which will be used by all upcoming buildings of the pack. So I have to arrange the texture
in a good and space-saving way.
This looks really good! When you release them, would you also be willing to release source max files? I'd have a lot of uses for them, but inside the UDK and not sc2.
Thanx for your feedback. Sure I could upload them. At the moment I am working with the student version, so as long as you have no commercial use for them it should be ok. And credits of course =D
-.- that model looks suspiciously similar to the high res models created for wc3, unless you asked the creator of those models for permission, you should not steal other people's assets. However, if you are the creator then there is no problem.
-.- that model looks suspiciously similar to the high res models created
for wc3, unless you asked the creator of those models for permission,
you should not steal other people's assets. However, if you are the
creator then there is no problem.
They look quite the same but as far as I can tell they are not. I was looking as some screen shots from that thread that was linked and damn hard to tell those are from wc3.
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As soulcarverr said, they are a similar looking but not the same, he would have had to redo pretty much the whole thing if he "stole" that. not even the model is the same, the shape of the roof etc.
he did not steal them, these models might look similar to you but born²'s use about a 20 textures for these framework walls, alrik uses only 1 base texture for the wall and extruded every single piece of wood. nobody would take born²'s models as base mesh it's less work to redo them.
(sorry for my bad English <.<)
Pretty nice model, although kinda hard to offer detailed critique due to not having any of the texture flats posted or knowing the polycount. I can offer the following comments though;
-This is way higher poly than it should be. This is an RTS/RPG civilian building (meant to be placed many, many times on a map), and that model has at least 500-1000 polies more than needed. You could have virtually the same look, at a fraction of the polies if you made most of the wood detailing be raised with the normal map and not through the actual geometry.
-UVMap, I do have to commend you for tiling textures and reusing them where possible...however keep in mind that, this is made to be from a top-down, pulled out perspective. This means that the part most visible of the building will always be the roof. I'd either edit the roof texture to look less obviously tiled, or make it into 1 texture that fits each side of the roof fully (instead of 1 texture tiled across one side 4x).
Again, nice work. It is great to see more custom art posted up.
I have got some new shots to show, but as I already wrote in the M3Exporter
thread i got an annoying bug (on all of my models, what I am doing wrong >.< )?
These are the 3dsmax models, with correct normal facing etc...
But in the Sc2 engine the lightning is fucked up, even if I import
a simple box for testing it gets illuminated in green/blue on its
back sides...
I know I could have done them with flat walls using normla mapping
but first I wanted to try it this way, and even my slow notebook
with a GeForce GT 9600M does not seem to get problems with
the amount of about 6000 tris per model. (I know it is much, but
I spammed the map with these models and it worked quite good)
An here a screen from the m3exporter thread that
describes my demotivating problem =[
Anyone else noticed this problem? I tried around with normals and smoothing groups
for about 24 hours I think, sometimes it got better, sometimes not, but I never got it
working 100% as I want it to be; so that you can rotate the model and it looks totally
the same from each side while looking from the same perspective...
PS: The textures are very beta and can change until release,
especially more variety in windows and a little more texture space for the roofs etc..
And these models have nothing to do with Born²Modificates wc3 models O_o
As soon as my shading problem is fixed I will be going to create
many more models. I could have finished 4-5 more houses, but
I don't know, if it would be too complicated to fix the models
later.
Alrik
PS: Does anyone know, if creating a lotr bfme map with self-made
models would fall under Blizzard's license restrictions?
I mean if I would not intend to make it a premium map?
As soon as my shading problem is fixed I will be going to create many
more models. I could have finished 4-5 more houses, but I don't know, if
it would be too complicated to fix the models later.
Alrik
PS: Does anyone know, if creating a lotr bfme map with self-made models
would fall under Blizzard's license restrictions? I mean if I would not
intend to make it a premium map?
Pretty sure as long as its your own content then you should be fine. Theres already other LOTR maps online and I havent seen anything about them being removed.
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KageNinpo = SN
My Libraries
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My Projects
SPACEWAR Tribute
Infinite TD
Hey guys,
this is the first "finished" (I'm sure there are still some changes to do, ...) model I've ever created, so I'd like to share this with you. It is the first one in a series of medieval buildings I am going to create for RPGs or sth. else...
The Edges at the roof will be updated tomorrow I think, they are caused by my intention to create one single texture which will be used by all upcoming buildings of the pack. So I have to arrange the texture in a good and space-saving way.
@Alrik1989: Go
This looks really good! When you release them, would you also be willing to release source max files? I'd have a lot of uses for them, but inside the UDK and not sc2.
@IskatuMesk: Go
Thanx for your feedback. Sure I could upload them. At the moment I am working with the student version, so as long as you have no commercial use for them it should be ok. And credits of course =D
looks really really great. care to show some wires? im still learning to modell and it would really help me^^
@Alrik1989: Go
Of course! My project will actually probably remain private, but I will be crediting any and all external content I use.
I have no desire to ever go commercial with anything I do, anyways. :)
@Alrik1989: Go
http://www.wc3c.net/showthread.php?t=83031
-.- that model looks suspiciously similar to the high res models created for wc3, unless you asked the creator of those models for permission, you should not steal other people's assets. However, if you are the creator then there is no problem.
They look quite the same but as far as I can tell they are not. I was looking as some screen shots from that thread that was linked and damn hard to tell those are from wc3.
@Usernameisntworkingright: Go
As soulcarverr said, they are a similar looking but not the same, he would have had to redo pretty much the whole thing if he "stole" that. not even the model is the same, the shape of the roof etc.
he did not steal them, these models might look similar to you but born²'s use about a 20 textures for these framework walls, alrik uses only 1 base texture for the wall and extruded every single piece of wood. nobody would take born²'s models as base mesh it's less work to redo them. (sorry for my bad English <.<)
You know what would be awesome? A medieval unit pack! Like knights, archers, mages and rogues (do mages actually exist?)!
sorry Alrick, i should have inspected the picture more carefully, that model looks great btw.
Pretty nice model, although kinda hard to offer detailed critique due to not having any of the texture flats posted or knowing the polycount. I can offer the following comments though;
-This is way higher poly than it should be. This is an RTS/RPG civilian building (meant to be placed many, many times on a map), and that model has at least 500-1000 polies more than needed. You could have virtually the same look, at a fraction of the polies if you made most of the wood detailing be raised with the normal map and not through the actual geometry.
-UVMap, I do have to commend you for tiling textures and reusing them where possible...however keep in mind that, this is made to be from a top-down, pulled out perspective. This means that the part most visible of the building will always be the roof. I'd either edit the roof texture to look less obviously tiled, or make it into 1 texture that fits each side of the roof fully (instead of 1 texture tiled across one side 4x).
Again, nice work. It is great to see more custom art posted up.
Hey people are posting in my thread :D
I have got some new shots to show, but as I already wrote in the M3Exporter thread i got an annoying bug (on all of my models, what I am doing wrong >.< )?
These are the 3dsmax models, with correct normal facing etc... But in the Sc2 engine the lightning is fucked up, even if I import a simple box for testing it gets illuminated in green/blue on its back sides...
http://img151.imageshack.us/img151/5162/medibuildingpackrender0.jpg
http://img593.imageshack.us/img593/1871/medibuildingthree01.jpg
I know I could have done them with flat walls using normla mapping but first I wanted to try it this way, and even my slow notebook with a GeForce GT 9600M does not seem to get problems with the amount of about 6000 tris per model. (I know it is much, but I spammed the map with these models and it worked quite good)
An here a screen from the m3exporter thread that describes my demotivating problem =[
http://img696.imageshack.us/img696/9884/medibuildingthree02wip.jpg
Anyone else noticed this problem? I tried around with normals and smoothing groups for about 24 hours I think, sometimes it got better, sometimes not, but I never got it working 100% as I want it to be; so that you can rotate the model and it looks totally the same from each side while looking from the same perspective...
PS: The textures are very beta and can change until release, especially more variety in windows and a little more texture space for the roofs etc..
And these models have nothing to do with Born²Modificates wc3 models O_o
Neat. Be cool to see a picture with them actually being used tho.
They look pretty good!
@IskatuMesk: Go
I like it :)
Tank you very much,
As soon as my shading problem is fixed I will be going to create many more models. I could have finished 4-5 more houses, but I don't know, if it would be too complicated to fix the models later.
Alrik
PS: Does anyone know, if creating a lotr bfme map with self-made models would fall under Blizzard's license restrictions? I mean if I would not intend to make it a premium map?
Pretty sure as long as its your own content then you should be fine. Theres already other LOTR maps online and I havent seen anything about them being removed.
@SouLCarveRR: Go
Humm gives me hope :-)
Maybe it isn't even bad to model after the movies, if so I could go on with this shit^^
@Alrik1989: Go
Wow. Really accurate replica! :D I like it, and may use it when you're done. :D