A modelling question

Post » Fri May 18, 2012 3:12 am

Okay, here's my current progress on the models, http://i767.photobucket.com/albums/xx316/randomguyface/buildings2wire.png and http://i767.photobucket.com/albums/xx316/randomguyface/buildings2tex.png. Do the buttresses look okay? I'm thinking of putting the big buttress on every side wall to break up the pattern but I'm not sure, I think it kinda unaccentuates the dragon heads. Also, it took me all morning, but I finally got rid of (I think) all the inward facing faces. I think the cause was, as has been mentioned, mirroring objects. I find it very annoying that it does that. Surely there is no real point to flipping the faces when an object is mirrored?
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sally R
 
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Post » Thu May 17, 2012 7:31 pm

Just wanted to let you know that both links are for the same picture.
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Abel Vazquez
 
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Post » Thu May 17, 2012 8:08 pm

Roughly, how many vertices, faces and edges would a building have in Skyrim? I'm making a model to replace the 2-story village house ( as in, it's very similar in shape, it's for a mod I plan on eventually making), and while not completely done, it's currently at about 650 vertices, 1200 edges and 550 faces (according to Blender, this sounds higher than it looks to me). Is this too high to run well? Hope this is the right place to put it. EDIT: Another modelling question, when making a model, does it matter if some parts of the model intersect others but don't actually connect by vertices, so they are not technically connected but appear to be from an outside perspective? I'm hoping it doesn't, because doing this makes me need to put in a lot fewer vertices and edges.
It is very low poly actually , but if you are satisfied with the look then the better I think ( from a cryengine experience ) that a good compromise is depending on the type of object , if is visible , much visible or few visible , then plan the lods needed , if is a "hero" type object then you can go even very high , 10 k or the like , but Cryengine eats polygons at breackfast , dunno much for the "Creation Engine" anyway if allows lods , those are mandatory for high poly objects....
still in Cryengine for objects under 300 polys , it doesn't even bother making lods....
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Vicki Blondie
 
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Post » Thu May 17, 2012 5:51 pm

Just wanted to let you know that both links are for the same picture.
Oh, thanks, I've fixed it now! Now it's the textured/shaded version for the second link.
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Isabell Hoffmann
 
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Post » Fri May 18, 2012 2:42 am

By buttresses, do you mean the column things attached to the lefthand image? Right now, in untextured view, they look at bit weird. I'm not sure what you intend to texture them as, but it will be hard to get the stones (presumably) to line up. I'd suggest merging them into the wall, so that they are just bumps in it rather than separate mesh parts. I'd also either extend them all around the model or remove them all together - it looks strange having them on only one side.

Personally, I don't mind the polycount. If you're satisfied with the model there's no need to make up more detail just to meet some imaginary quota. If you did want to add more detail, though, I'd subdivide the walls and rough them up a bit. You could also smooth out the dragon head carvings, and add a slight curve to the roof (so that it looks like it has sunk down a bit with age, rather than being perfectly strait). You might also want to add supports to your railing.
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Campbell
 
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Post » Thu May 17, 2012 6:31 pm

By buttresses, do you mean the column things attached to the lefthand image? Right now, in untextured view, they look at bit weird. I'm not sure what you intend to texture them as, but it will be hard to get the stones (presumably) to line up. I'd suggest merging them into the wall, so that they are just bumps in it rather than separate mesh parts. I'd also either extend them all around the model or remove them all together - it looks strange having them on only one side.

Personally, I don't mind the polycount. If you're satisfied with the model there's no need to make up more detail just to meet some imaginary quota. If you did want to add more detail, though, I'd subdivide the walls and rough them up a bit. You could also smooth out the dragon head carvings, and add a slight curve to the roof (so that it looks like it has sunk down a bit with age, rather than being perfectly strait). You might also want to add supports to your railing.
Thanks. Yeah, I'm thinking of removing the buttresses (or whatever they're called, I don't know what you call half a pillar built into a wall that doesn't go all the way to the roof) altogether. Do you think the windows will divide the focus enough to avoid repeating textures being too glaringly obvious? Adding wall lanterns could possibly help in that regard too. i agree in making it look a little imperfect, just wanted to make sure I was getting the basic structure right before I attempt that sort of thing, so that it didn't make future changes/additions too complicated to model and end up taking me twice as long. EDIT: What do you think about the ones at the ends though, that are connected to the dragon heads?
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Monika Fiolek
 
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Post » Fri May 18, 2012 7:16 am

Sorry to resurrect this, but it's better than starting a new thread. I have started redoing the buildings in another file, and I wanted to append parts of my old file, which I've done before, to it, but when I try to, it does nothing! I select append or link, choose my file and the object in the file, click load library, and it goes back to my scene but NOTHING has changed. It doesn't add anything, there's still only one object listed on my scene (the new model). Why isn' this working? I've done a google search and seen a lot of people with the same problem, but nobody with a solution. Please help?
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Tyler F
 
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Post » Thu May 17, 2012 6:42 pm

bump
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Michelle Smith
 
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