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Roman Towncenter


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#1 The God of Mods

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Posted 29 May 2007 - 10:35 PM

I made this as my audition project upon request by Mythos Ruler. It is the building in the picture below. I modelled it from scratch and used aom textures to texture it. I hope everyone likes it, and I would like criticism. I havn't finished it yet it still needs some added detail, but I think it turned out well.

Buidling Concepts
TownCenter Building Concept
Army Camp Building Concept

Screenies
Wireframe of TownCenter

Roman TownCenter

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Roman Army Camp

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Edited by The God of Mods, 01 June 2007 - 01:45 AM.

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#2 Argalius

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Posted 30 May 2007 - 09:22 AM

The texturing, or mostly the UVW stuff, could use some work. Like the large roof also has huge tiles (or whatever you call them). The model looks fine, though. How many polygons did you use?

#3 The God of Mods

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Posted 30 May 2007 - 10:37 AM

Yes, my UVW texturing could use some work, but hey practice makes perfect. The pollies are fairly low since I used planes and boxes. At the moment its around 1000 if I remember correctly. I'm glad you like, and I will try to do better in future.
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#4 Paal_101

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Posted 30 May 2007 - 01:00 PM

Wow! Nice work :) I'm no expert in modelling or texturing, but I am thoroughly impressed :)
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#5 The God of Mods

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Posted 30 May 2007 - 01:12 PM

I'm glad you like it! Remember this isnt finished I am still going to perfect.

To Do List:
-Fix UVW Texturing
-Add more detail to top of building (maybe some statues?)
-Add little things like barrels and so on
-Raise Arch make it alittle taller

Please tell me what you think should be added, and it will most likely be added.

Edited by The God of Mods, 30 May 2007 - 01:14 PM.

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#6 Tycan

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Posted 30 May 2007 - 11:45 PM

post uv maps?
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#7 The God of Mods

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Posted 31 May 2007 - 03:04 AM

I will when it is finished, but I would like to know what people want besides UVW editing?
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#8 Wijitmaker

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Posted 31 May 2007 - 02:57 PM

Posting a wireframe view is also useful to help you optimizing your poly count.
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#9 The God of Mods

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Posted 31 May 2007 - 06:32 PM

Actually, with Gmax it tells you how many pollies your model is quite helpful. :)
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#10 Wijitmaker

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Posted 31 May 2007 - 07:07 PM

Yes it does, but without the visibility of the wireframe we can't give you feedback on how we could help that poly count decrease. So if you want ideas on how to do that, you'll need to post a wire/edge view.
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#11 The God of Mods

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Posted 01 June 2007 - 01:39 AM

Okay busy night.....

-I have edited the Roman TownCenter's UVW alittle
-I have posted the wireframe
-I have posted my prototype for the Roman Army Camp

Hope everyone likes!
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#12 Kimball

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Posted 20 July 2007 - 06:48 AM

Hey! Its GoM!

I can't say I'm too fond of that second model, but the first one looks nice. Could use some texturing though..*cough*.

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#13 Aigis

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Posted 10 September 2007 - 03:42 AM

I like them both! I kno the second one is a rough idea of what you want. Just one suggestion for the army camp and i kno its not part of the army camp concept but i think it would be nice anyway.

You could add little towers (not much, same height as the first layer on top the gate.). I could be wrong but ive always seen roman army camps that were enclosed with towers, not much but they are noticable. :( there ya go!
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#14 The God of Mods

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Posted 16 November 2007 - 02:56 AM

Thanks for the feedback. Only problem is that I hate these mods now. Compared to my UVW capabilities now I kind of just want to redo. If 0 A.D. ever does have a Gmax script I would be happy to help. Since I already know one of the members (Bob Kimball is my boss for PDS :)).
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#15 Apomonomenos

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Posted 28 June 2008 - 04:35 PM

Wow, that's good.

But for the Army camp, instead of Green around it maybe you can make it Brown for dirt, after all, they did do some digging in order to place that camp :banana:

PS what system did you use? I SO want to be able to do 3-d computer art like that!
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#16 Justinian

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Posted 29 June 2008 - 12:46 AM

I'd say he used Gmax which is, alas, unavailable.
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#17 Kimball

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Posted 29 June 2008 - 04:11 AM

Quote

Nov 15 2007, 07:56 PM

TJ (GoM) is around often, but doesn't visit here much anymore. Regardless, Gmax only doesn't work because we don't have a direct export script, however you can export to another format from Gmax, import in say, Blender, and then export out of Blender.

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#18 Apomonomenos

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Posted 02 July 2008 - 07:33 PM

Anything free :LOL: ? :banana:
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#19 Mythos_Ruler

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Posted 02 July 2008 - 07:37 PM

Blender is free. I also believe it is possible to export to collada format via Blender, which is a format the game uses.
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#20 WhiteTreePaladin

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Posted 02 July 2008 - 10:27 PM

Yes, Blender is quite good for characters and props. It's not bad for buildings either. I'm still trying to get the Collada inporters/exporters to work properly though.


Mythos_Ruler,

Collada is really only needed for animations, right? Can .Obj be used for meshs in this game or is there a better format?
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