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Posted

Hey i`m feeling honoured, thanks for making it Spotlight! :-D

i still want a wireframe of the ceiling :(

This I don`t wanna deny. It`s modeled in one piece, under the aspect of it being vertexlit in the engine, so possible potential of saving polies is caused by that.

decke_render.jpg

Posted

phony!!!

(looks cool, if i were you id make the windows larder and closer to the inside so that they can be seen easier from the ground level, id also get some fancy lighting from them, because as it is now people won't even notice the ceiling or the contours of it

Posted

Hey i`m feeling honoured, thanks for making it Spotlight! :-D

i still want a wireframe of the ceiling :(

This I don`t wanna deny. It`s modeled in one piece, under the aspect of it being vertexlit in the engine, so possible potential of saving polies is caused by that.

decke_render.jpg

This looks fucking amazing. :o Would it be possible for you to post some kind of tutorial on doing that sort of complex architecture in 3DS or whatever 3D program you used? I'd love to see your method and workflow and that sort of thing.

Posted

I don't know about 3DS but in maya that shape isn't too diffucult to make,... assuming that it was modeled from seperate primitives then booleaned at the end.

All in all that is absoloutly amazing, Way beyond anything i've seen for a while, and the texturing is beautiful

Posted

Would it be possible for you to post some kind of tutorial on doing that sort of complex architecture in 3DS or whatever 3D program you used? I'd love to see your method and workflow and that sort of thing.

Honestly i didn`t use any kind of special method. It`s just the standard tools for editing polygons and stuff. The only trick that might be useful refers to the round shapes. Instead of directly modeling them round, i modeled them in a straight angle , which is far more handy, then cut all polygons like a carrot ( didnt find a better example :) ), and finally applied the "Bend" Modifier, who generates the most perfect roundness for the object.

I also used this method for the windows of the roof.

... assuming that it was modeled from seperate primitives then booleaned at the end.

I didn`t use boolean and i wouldn`t recommend to do so cause it`s like substracting more complex brushes in HAmmer as it never generates a clean results and the vertices dont fit etc.

Posted

This looks very very good, keep it up!

http://www.kiiia.com/baroque/baroque2.jpg

From this perspective it looks so awesome at first glance, looking a little closer the hole in floor seems a little fake. Maybe a little empty too?

http://www.kiiia.com/baroque/baroque1.jpg

the wall behind the lamp on the left side there has some visible leafs.

http://www.kiiia.com/baroque/baroque3.jpg

Same problem with the light on the left side here too.

http://www.kiiia.com/baroque/baroque4.jpg

There are lots of weird shadows up there in the ceiling (far away), but since its one big model you probably cant do much about it (?). The hole in the floor has a different light setting than the rest of it. But you probably knew about that too, or perhaps it just looks like that from this angle?

http://www.kiiia.com/baroque/baroque6.jpg

The marble texture on the right, same as used under the stairs over there looks very... off.. Its something about it that upsets me. Im weird that way tho :P God I love your theme though! :)

http://www.kiiia.com/baroque/baroque5.jpg

I think you're using the same marble texture here on your colums, it looks very blurred but sharp at the same time, too many colors.. its very weird and doesnt really fit that well.

http://www.kiiia.com/baroque/baroque7.jpg

I really dig those arches you use, from a distance the marble texture doesnt put me off either so this picture really sells me ;D

Custom content stuff always looks good when its followed through like this, you've done an excellent job :D

Hope I gave you some good critics here.. :)

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