Archive for November 2012

Mud House Model 6   Leave a comment

I then went on to create a diffuse texture for the ceiling. You can actually see it in my previous post but I took those screenshots after getting the texture most of the way finished. This was rendered in Max without lights in the scene.

Posted 25 November 2012 by Gameitect in Uncategorized

Mud House Model 5   Leave a comment

I unwrapped the interior of the building but wasn’t happy with the texture resolution. I decided to make use of a tiling texture within the larger central rectangles in the grid. I did this by selecting entire regions of the unwrapped floor or walls, hit “break” in the UV editor in polygon mode, and slid the selected polys to overlap the nearest matching polys. As long as I use a tiling texture that lines up perfectly with the grid, I should be able to make it all work and still be able to have unique sections where I need them in the texture.

You can see by the repeating numbers, where the key tiling areas will be.

Posted 25 November 2012 by Gameitect in Uncategorized

Mud House Model 4   Leave a comment

Here is a finalized version of the exterior:

I had a little fun with the graphite effect in the viewport render in Max, as you can see. The chimney will be an option/separate add-on for level designers to play with. I’ll model that later on.

Fountain 1   Leave a comment

In addition to the mud-brick house I’m working on, I also have a fountain for a public square nearby. The original sketch I made called for a statue that pours water from a large jar into the basin at the top of the fountain you see below. The water flows down toward another small container (not built yet) and into the channels that take it back into the main part of the fountain. The idea is that there will be a continuous flow of water at about waist height to make it easier for residents to get their water. I still need to add supports for the upper portion, a midpoint basin (as I mentioned), and some sort of fountain works in the center of the main fountain.

Below, you can see a closer view of the return channels. Where the smaller streams of water on the sides fall directly into the channels, I put in some geometry to indicate that erosion has been taking place over the many years the fountain has been in use.

Mud House Model 3   Leave a comment

The next step was to model out the interior roof structure. Using cylinders, I roughed out how large I wanted each beam and joist to be and how many I would need. From there I began to edit one of the many clones and unwrapped it. I welded the sides of 5 joists together, end to end. After deleting a few faces, I extruded the top edges of the joists to create a ceiling. I unwrapped the new faces and found ways to group them logically to get the most out of a seamless tiling texture later on. I simply cloned a set of these models and welded them together.

Here, you can see how little texture space is used. There will be a lot of repeating, so it will be important to create a texture that doesn’t have too many eye-catching details to give it away.

Mud House Model 2   Leave a comment

I used the bridge tool to stitch up the roof and ceiling. I also added in a door, as you can see below. It definitely needs more detail but I like the sense of depth that it has right now. It shows off the thickness of the walls and provides a bit of shade at the doorway. I’ll probably keep this shadow in mind as I model out the protective arch of the doorway.

Mud House Model 1   Leave a comment

Here is the very beginning of the exterior of the model. It is a very simple shape. I need to cut in some doors and start to add detail and interest. The brown shape is there to represent the ground plane without obscuring the view. [The base of the model needs to extend into the ground to allow for placement on uneven terrain.] The green shape is a 2m tall stand-in for a typical game character, for scale. It’s quite a humble dwelling.

The interior is similarly basic right now. I highlighted the exterior in red to better show the geometry of the interior. I’ll be bridging the ceiling and roof before I continue adding details. For now, there is just a gap where the thickness of the ceiling would be.