[REQ] Original concept art for architecture?

Post » Mon Oct 11, 2010 8:29 am

And the production pipeline rattles to a halt. :bonk: j/k I finished modelling the facade based on your drawing and 2D work last night. I guess I'll set this work aside until later. Thanks for the contribution.
I've got the whole building in sketchup now, but I won't have it done tonight. I haven't decided how the cross-bracing should work, and I'm very concerned about that at the moment.
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Allison C
 
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Post » Mon Oct 11, 2010 9:14 am

I've got the whole building in sketchup now, but I won't have it done tonight. I haven't decided how the cross-bracing should work, and I'm very concerned about that at the moment.


I already have the full exterior worked up in GMax. Was going to start the interior this weekend. I saw where you have all these buildings in Sketchup but what was your plan for getting them in game?
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Neliel Kudoh
 
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Post » Mon Oct 11, 2010 7:14 am

I already have the full exterior worked up in GMax. Was going to start the interior this weekend. I saw where you have all these buildings in Sketchup but what was your plan for getting them in game?
Cool. I'll give you some shots of the model anyway so you'll have some suggestions for the interior.

I wasn't planning on getting them into the game. I don't think the game engine could handle a city that size. My computer can't handle a sketchup model that size, so my more detailed models are broken into the three sections of the city.
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Jonathan Egan
 
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Post » Mon Oct 11, 2010 4:31 pm

Cool. I'll give you some shots of the model anyway so you'll have some suggestions for the interior.

I wasn't planning on getting them into the game. I don't think the game engine could handle a city that size. My computer can't handle a sketchup model that size, so my more detailed models are broken into the three sections of the city.


OB may choke (though I have had 3m+ polys in one cell before) but hopefully TESV will be more robust. NIF file format limits each NiNode to 64K tri's but there doesn't appear to be a limit on the 'number' of NiNodes. That textured model I posted is ~250K. Any idea what the poly count of your models are? How big are the *kmz files? Do you have an interest in getting these inagme?
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Bloomer
 
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Post » Mon Oct 11, 2010 9:35 am

OB may choke (though I have had 3m+ polys in one cell before) but hopefully TESV will be more robust. NIF file format limits each NiNode to 64K tri's but there doesn't appear to be a limit on the 'number' of NiNodes. That textured model I posted is ~250K. Any idea what the poly count of your models are? How big are the *kmz files? Do you have an interest in getting these inagme?

Here are two shots of the Hammerfell Business.
http://www.mediafire.com/imageview.php?quickkey=x2zx2jzxzk3
http://www.mediafire.com/imageview.php?quickkey=mqti2juvmo2

http://www.mediafire.com/imageview.php?quickkey=lnywftouzzo has 4500 polygons. It's fairly ready to go if you're in the mood for another one shot building.

These are about as far as I got in detail on the city. One of the larger models has 35,000 polygons.
http://www.mediafire.com/imageview.php?quickkey=ydzdtvh2mgn
http://www.mediafire.com/imageview.php?quickkey=ncy3mw2dkyz
http://www.mediafire.com/imageview.php?quickkey=mnnfimknwzx
http://www.mediafire.com/imageview.php?quickkey=arzmyt2ydmi
http://www.mediafire.com/imageview.php?quickkey=titjxwmdizt

http://www.mediafire.com/imageview.php?quickkey=mtydtkm0iof

The http://www.mediafire.com/?cjrmdjmlnim came out to be 12.52 mb.

I think the overall city is too much to take on in game. It would replace everything about Leyawiin and a large area around the city, and then require a ton of the river Niben to be changed to suit the mega-city. The amount of time it would take to not only model the city, but replace all the npc movement paths and fix the quests associated there, it's too much to handle.
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[Bounty][Ben]
 
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Post » Mon Oct 11, 2010 4:59 pm

Here are two shots of the Hammerfell Business.


My version came out a bit different as I didn't have 3 projected views to work from.

The Pail Rider has 4500 polygons. It's fairly ready to go if you're in the mood for another one shot building.


Not sure what I would do with it right now. Doesn't quite fit in with my other structures.

These are about as far as I got in detail on the city. One of the larger models has 35,000 polygons.

I think the overall city is too much to take on in game. It would replace everything about Leyawiin and a large area around the city, and then require a ton of the river Niben to be changed to suit the mega-city. The amount of time it would take to not only model the city, but replace all the npc movement paths and fix the quests associated there, it's too much to handle.


Doesn't 'have' to be Leyawiin. Could make it into any off map city you want. Could also zone off sections. Don't see any reason it wouldn't work.

Are you using Sketchup Pro or the free version?
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Amelia Pritchard
 
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Post » Mon Oct 11, 2010 11:10 am

Not sure what I would do with it right now. Doesn't quite fit in with my other structures.
It's a Breton building anyway.

Doesn't 'have' to be Leyawiin. Could make it into any off map city you want. Could also zone off sections. Don't see any reason it wouldn't work.

Are you using Sketchup Pro or the free version?
Yeah, it would work that way. I'm not opposed to making it.

The free version.
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Rhysa Hughes
 
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