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View Full Version : Guess who's back! Here's a castle tower WIP


Perversonality
10-08-2003, 04:34 PM
It's been ages since I posted anything, mainly because it's been ages since I've done anything! Good to see all the usual suspects kicking around :)

So, here's the result of dodging packing my gear ready for moving house!

http://www.perversonality.com/realtime/castle_tower_a_08.jpg

Texture:

http://www.perversonality.com/realtime/tower_a_tex_01.jpg

There's still a couple of faces around the arches to texture plus the stairs need doing too. C&C welcome as always :)

maali
11-08-2003, 10:08 AM
looks decent, yet the textures are way to repetative... use some other maps over with dirt/moss or something that makes the surface less 'fake'

Jared
12-08-2003, 10:32 PM
Welcome back Perversonality.
I think i remember you somewhat.
I recognise your avatar anyways.
As for the model i think it looks great.
Love that cartoon feeling you've got going with those textures.

Perversonality
13-08-2003, 09:29 AM
Thanks for the comments so far :)

Making the texture pattern less obvious is a fairly easy fix as I just need to rotate some of the UV maps on some of the polys. I've done another render with the archway texture on the right side above the stairs and that helps a lot too - looks like a closed off doorway as if the tower was previously attached to something else.

The seam in the wood texture should be easy to fix too, but I'm not so worried about that at the moment. I think the stairs are mainly going to be stone, which means they will need supports underneath, adding to the poly count. However, the model can still be optimised further if I want, so it's not that much of a problem.

The white spots in the textures will be some roof tiles for the surrounding buildings plus I can add some different wood and stone textures should the need arise. I could also add some banner textures in there to tart it up a little ;)

I'm about to move house so there might not be too many updates until next week but I'm definitely going to carry on with this! I posted on CGTalk too and someone jokingly said about doing the whole castle in one texture, so that should be a fun goal for this project :)

nathan 3d
17-08-2003, 07:09 PM
I am not too fond of the current textures. But I do like the way you have the UVW set up. Very clean and efficient. If the game however asks for a 'fake' look to the models, these textures will do just fine. Good work.

Perversonality
18-08-2003, 12:52 PM
I know what you mean about the textures - they would be fine in a fantasy game where you are going for fantasy rather than a realistic world. The layout of the textures means that it would be easy enough to change them to something more realistic though.

This was just to get me back into the swing of things as it had been a long time since I had modelled anything and longer since I had sat down and done some texturing, so I just wanted something that would be fun whilst looking good at the end.

Jared
19-08-2003, 01:41 AM
While sitting and looking at this model i had a sudden urge to play wc3. I think your textures have that look that wc3 has.

Perversonality
19-08-2003, 11:39 AM
Thanks!

I'm still in the "got loads of stuff to unpack" stage of moving but once I've finished I will try to do some additional "more realistic" textures as well as adding the additional details and finally texturing the inside of the archways!

I might also play with the poly count. At the moment the sides are made of (from left to right, width x height) a 50x100 tile, two 100x100 tiles and another 50x100 tile. The two in the middle could be combined into one 200x100 tile, though this would mean the texture would repeat more, whereas how it is at the moment allows me to rotate polys to break up the tiling... Poly count vs texture detail again! I kind of like it how it is at the moment and it wouldn't be too high a level of detail for a decent engine, so perhaps not.