[WIPz] Desert City Tileset

Post » Sun Jun 03, 2012 3:26 pm

This is a Tileset, both exterior and Interior that I am working on; I wanted more or less to try something unique: And It seems it came out successful and quite more beautiful then I had hoped it would.

I am modeling each block/brick of each building, one by one, and merging it together, to get a real-brick wall taste to it. Here is my first Exterior, a Apartment type building. [It consists of multiple small house built into each much like the ancient society's did from time to time. And this will also be Khajiit architecture as well.]

http://fc09.deviantart.net/fs70/i/2012/151/5/f/desertcityapartment1_by_chaosgod21-d51u1iu.jpg
http://fc02.deviantart.net/fs71/i/2012/151/d/3/desertcityapartment2_by_chaosgod21-d51u23m.jpg
http://fc09.deviantart.net/fs71/i/2012/151/e/4/desertcityapartment3_by_chaosgod21-d51u27s.jpg
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Emma Parkinson
 
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Post » Sun Jun 03, 2012 3:45 pm

Those are some excellent pieces, and I credit your brick-by-brick approach as being largely responsible. It's one thing to model a big box and slap brick texture on it, it's quite another for the mesh to actually be made of bricks.

I can see this being used by a lot of present and future province mods.
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Valerie Marie
 
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Post » Sun Jun 03, 2012 9:42 am

The Brick textures seemed too flat for me. . . .So, I modeled the bricks and slapped on a flat texture, rather then model a flat surface and slap on a bumpy-texture, if you know what I mean. :biggrin: Though, if anyone plans on modeling brick-stuff, the way I do, make the brick walls into separate meshes, otherwise, you'll get an error while trying to export it into nif format. And thank you! :biggrin:
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Nikki Lawrence
 
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Post » Sun Jun 03, 2012 11:39 am

My suggestion. Don't make one wall and duplicate/scale it for other walls. If you are building brick by brick as you say, then do so to avoid blatant repetition.

That said, it overall looks nice. I recall a desert architecture mod/reasource back with Oblivion.
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JD FROM HELL
 
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Post » Sun Jun 03, 2012 9:40 am

My suggestion. Don't make one wall and duplicate/scale it for other walls. If you are building brick by brick as you say, then do so to avoid blatant repetition.

That said, it overall looks nice. I recall a desert architecture mod/reasource back with Oblivion.
It's a little hard to show blatant repetition brick by brick. That what you see was the overall look of the apartment. Their will be different variations, some with curved bricks, e.c.t., but if you had built this you'd understand how tedious it is do build brick by brick. Therefore some of the more bland, common houses I can just duplicate pieces to make my job easier. In the end, thank you for both the suggestion/criticism, and compliment!
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michael danso
 
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Post » Sun Jun 03, 2012 9:53 pm

I've wondered about what the ruins found around Kogoruhn might have looked like before they were destroyed, and I planned some day to try to recreate them. Makes one wonder what the Ashlands might have been before they were corrupted and destroyed. Maybe they looked like this, and maybe the Ashlands were a desert of some sort. Good work!
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Nathan Hunter
 
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Post » Sun Jun 03, 2012 8:50 pm

Looks good. Be sure to avoid unneeded polys for maximum optimization.

Kudos.
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vanuza
 
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Post » Sun Jun 03, 2012 8:08 pm

I like these. They somewhat remind me of traditional architecture like that found in Timbuktu (which is probably also your intention :-) )

http://www.photos-mali.com/index.php?showimage=14
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Matt Bee
 
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Post » Sun Jun 03, 2012 7:20 am

Thank you guys very much! :D
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zoe
 
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Post » Sun Jun 03, 2012 5:37 pm

Looks fantastic! :D
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Farrah Barry
 
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Post » Sun Jun 03, 2012 10:28 am

These are very nice! Great job
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Hearts
 
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Post » Sun Jun 03, 2012 12:10 pm

Thank you very much!! I am still working on it all, hopefully I'll have updates soon! :D So just for a explanation what this package will have, let me go into detail!


I plan on having in architecture:
4 common houses
3 apartment complexes [styled in the stacked manner as you see above]
3 noble houses
4 Government buildings [Bank, Jail, king/The Mane's manor, and a Barracks/training facility]
1 Smithing building
4 merchant stores [Book, general goods, clothing, armor]
2 taverns.

[I plan on having, in Clutter]:

3 wall types
2 wells
3 merchant stands
2 merchant carts
4 canols
4 street poles/streetlights
2 lanterns

[A general outline of the work ideas is based off of the Indus Valley Civilization. In fact, the land-type, raised and lowered, with the walls in and up from each height-level of the map].

http://3.bp.blogspot.com/-BgHVaACkNz8/TiGIUgMnQYI/AAAAAAAAAHg/3mEYEel0C-Y/s1600/mohenjo-daro-ruins-285685-sw.jpg
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Thomas LEON
 
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Post » Sun Jun 03, 2012 1:41 pm

There are some tricks, scripts or whatever they are called, for Blender where you can get brick walls without much hassle. I haven't used it but I saw a video somewhere. In my opinion that technique of having separate bricks isn't a good solution for game models.
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jennie xhx
 
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Post » Sun Jun 03, 2012 5:11 pm

There are some tricks, scripts or whatever they are called, for Blender where you can get brick walls without much hassle. I haven't used it but I saw a video somewhere. In my opinion that technique of having separate bricks isn't a good solution for game models.

I'm curious, why would you say that? It seems to have a better effect, and looks more beautiful!
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Iain Lamb
 
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Post » Sun Jun 03, 2012 11:55 am

I'm guessing it has to do with how many polygons the models have with your method versus the normal way. Of course, if it doesn't add that many, I think your way works just fine.
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Tiffany Carter
 
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Post » Sun Jun 03, 2012 10:06 pm

Lol, it depends on the size of each brick; bigger bricks, means less needed to fill a wall, and therefore less polygons; however, smaller bricks require more to fill a wall and therefore more polygons. :D
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Tiffany Holmes
 
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Post » Sun Jun 03, 2012 9:46 am

Ok, I guess I should say something.

Looking at the pictures, I was going to say that you should try to stick to a standard size for apparent things like bricks. However, you are making something that is by its nature sort of ad hoc and different sizes for the bricks arnt out of place because peices would get added and the entire thing wouldnt nessisarily be built at once. So basically, in this case its ok to just scale things.

As for individual bricks, bad idea. It would be ok to have some poking out, but to make the entire wall from them is not good practice and increases computer resource usage. This is the major reason for textures and mapping. You let the textures and mapping give you the detail so the polys dont have to.

Anyway, I think the easier way to get what you are after is to simply use adobe textures and have bricks sticking out in various places. It still looks good as in the desert theme, and you still have bricks, but it takes less polys.

Off topic: This topic caused me to have a dream last night about a desert settlement that was under seige. I ordered a dam broken to wash the seiging army away. Yes, my dreams are typically this cool. But anyway, this gave me an idea for modular peices; probably wont get around to doing anything though because I got lots of other stuff to do.
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matt oneil
 
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Post » Sun Jun 03, 2012 9:58 pm

Ok, I guess I should say something.

Looking at the pictures, I was going to say that you should try to stick to a standard size for apparent things like bricks. However, you are making something that is by its nature sort of ad hoc and different sizes for the bricks arnt out of place because peices would get added and the entire thing wouldnt nessisarily be built at once. So basically, in this case its ok to just scale things.

As for individual bricks, bad idea. It would be ok to have some poking out, but to make the entire wall from them is not good practice and increases computer resource usage. This is the major reason for textures and mapping. You let the textures and mapping give you the detail so the polys dont have to.

Anyway, I think the easier way to get what you are after is to simply use adobe textures and have bricks sticking out in various places. It still looks good as in the desert theme, and you still have bricks, but it takes less polys.

Off topic: This topic caused me to have a dream last night about a desert settlement that was under seige. I ordered a dam broken to wash the seiging army away. Yes, my dreams are typically this cool. But anyway, this gave me an idea for modular peices; probably wont get around to doing anything though because I got lots of other stuff to do.

Would you like to explain these modular pieces? I am curious.
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Rachie Stout
 
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Post » Sun Jun 03, 2012 11:02 am

As for individual bricks, bad idea. It would be ok to have some poking out, but to make the entire wall from them is not good practice and increases computer resource usage. This is the major reason for textures and mapping. You let the textures and mapping give you the detail so the polys dont have to.

As much as I may appreciate mods not taxing the hell out of my system, I appreciate going the extra mile a lot more. I'll gladly put up with an FPS hit for these works of art.

Off topic: This topic caused me to have a dream last night about a desert settlement that was under seige. I ordered a dam broken to wash the army away. Yes, my dreams are typically this cool.

How very LOTR. :P
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Austin Suggs
 
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Post » Sun Jun 03, 2012 5:23 pm

As much as I may appreciate mods not taxing the hell out of my system, I appreciate going the extra mile a lot more. I'll gladly put up with an FPS hit for these works of art.



How very LOTR. :tongue:

I will say what you said means a lot, and second that too; I'll gladly put up with a fps hit for more detail! :D
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I love YOu
 
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Post » Sun Jun 03, 2012 4:34 pm

How many polygons do these have? Looks like I'll need a NASA-made computer to run these. Why not simply using bump maps, you'd get more detail, meshes would look much better and there would be no insane number of polies, as it currently seems they have, but I'd be glad if you'd prove me wrong.
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Sarah Evason
 
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Post » Sun Jun 03, 2012 3:18 pm

How many polygons do these have? Looks like I'll need a NASA-made computer to run these. Why not simply using bump maps, you'd get more detail, meshes would look much better and there would be no insane number of polies, as it currently seems they have, but I'd be glad if you'd prove me wrong.

I am using the most basic Dell laptop with no upgrades. And this doesn't lag; besides, even a bump map won't get the looks I am looking for, which Is why I am doing this. Besides, I am others don't mind sacrificing a bit of memory for more detail. This is a personal release anyways. Don't like it? Then you don't have to download. But I am working hard on this.
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Marquis deVille
 
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Post » Sun Jun 03, 2012 4:07 pm

I am using the most basic Dell laptop with no upgrades. And this doesn't lag; besides, even a bump map won't get the looks I am looking for, which Is why I am doing this. Besides, I am others don't mind sacrificing a bit of memory for more detail. This is a personal release anyways. Don't like it? Then you don't have to download. But I am working hard on this.

It's just a general rule of thumb in modelling- don't do unnecessary detailing that texturing can't cover. I'm looking forward to seeing the finished product and trying these in-game and see how they do in fully cluttered area.
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mike
 
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Post » Sun Jun 03, 2012 10:08 am

Here is some of the other stuff I've been working on; Remember, this is a personal release, and I am making this to how I like or feel like making it at the moment.

http://fc08.deviantart.net/fs71/i/2012/153/3/0/desertcityfiretemple1_by_chaosgod21-d522a9e.jpg1
http://fc08.deviantart.net/fs70/i/2012/153/6/6/desertcityfiretemple2_by_chaosgod21-d522abm.jpg 2
http://fc03.deviantart.net/fs70/i/2012/153/7/0/desertcityfiretemple3_by_chaosgod21-d522anz.jpg 3

http://fc02.deviantart.net/fs71/i/2012/153/b/6/desertcitytemple1_by_chaosgod21-d522aso.jpg 1
http://fc03.deviantart.net/fs70/i/2012/153/5/f/desertcitytemple2_by_chaosgod21-d522azi.jpg 2
http://fc01.deviantart.net/fs70/i/2012/153/6/7/desertcitytemple3_by_chaosgod21-d522b5m.jpg 3

http://fc06.deviantart.net/fs71/i/2012/153/0/d/desertcitycommonhouse1_by_chaosgod21-d522bal.jpg1
http://fc03.deviantart.net/fs71/i/2012/153/9/3/desertcitycommonhouse2_by_chaosgod21-d522bfd.jpg 2
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Kat Ives
 
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Post » Sun Jun 03, 2012 12:18 pm

It's just a general rule of thumb in modelling- don't do unnecessary detailing that texturing can't cover. I'm looking forward to seeing the finished product and trying these in-game and see how they do in fully cluttered area.

I tend to break those rules! :D That's why I am here! To do the unexpected in this line or art/work! :D :D :D

I'll be testing how well my laptop handles these with clutter myself real soon. :D
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Da Missz
 
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