View Full Version : Cathedral model for medieval scene (WIP)
02-03-2006, 07:06 PM
Well its nota lot and i know texturing would help but I had to redo it sooo here is my WIP Cathedral.
There are still some faces i need to delete and i need to add windows.. or i may just texture them i dont know the pc is already 6k for high poly.
here is the link to some reference pics
Winchester Cathedral Reference Pics (http://www.beenthere-donethat.org.uk/hampshire/winchestercathedral.html)
I made it a lot shorter then the cathedral actaully is just because it was way to long.
02-03-2006, 07:56 PM
I'm building a 3D cathedral myself, and I found some more reference material for Winchester that I'm happy to share (assuming you haven't found it already): http://vrcoll.fa.pitt.edu/medart/image/E...-Cath-Main.html (http://vrcoll.fa.pitt.edu/medart/image/England/winchester/Cathedral/General/Winchester-Cath-Main.html)
Personally, I would keep the nave longer. It looks kind of awkward, shortened like that.
02-03-2006, 08:05 PM
Looks like a good start, but I'm seeing a detail/polygon use issue. Lots of detail in some spots and little in other, as well as lots of large polygons. Big solid polygons that aren't broken up can cause lighting problems depending on how you light the scene.
Nevertheless, there's an easy fix for all this: lots of small, modular detail. Looking at your ref, there are many duplicate windows and details you can model in, and copy all over the model. Here's an example of how this works:
02-03-2006, 10:06 PM
Campaignjunkie : Thanks for those pics, I didnt have them. They have a lot more detail then any of the pics i currently have. (and i may make it longer applying the technique chris mentioned)
cholden: Alright cool thanks for the tutorial, I have a pretty good idea of how to go about do it with the technique u have shown.
This is going to be fun lol so much little things to add, Thanks.
02-04-2006, 12:51 AM
I agree with cholden, looks like a good start, but you do have detailed areas and others that are just blocked put, maybe if you just add a bit more of modeling to the top part it would look more "balanced" unless your going for a certain poly count. I'd personally model the windows but again not sure if you have a poly limit. keep it up! /images/graemlins/smile.gif
02-05-2006, 04:41 PM
I think it is good enough lol
Took me a bit but I am finally done the HIGH poly cathedral.
Texturing will start when i finish modeling the rest of buildings and props.
but it would be great if you could critique it.
There is a lot of images so i will just give the links
The last two images are wriframes the rest are just dif. angles
02-06-2006, 12:23 PM
Good improvement. Besides texturing, I'd add some ground transition. As in, the front entrance and the side arched hall area appear to be floating. A ground level transition, like surrounding sidewalk, trim, curb, steps (up or down), etc. to your building would add a lot.
As for the building itself, there's still plenty of low detail high spots like the tops of towers, roof, etc. A little bevel and trim here and there should take care of that.
Personally, I've learned to texture as I go with these kind of things. You're going to find yourself redoing a lot of these pieces, and doing a lot of heavy re-duplicating of everything. Even throwing down some temp textures as you model could speed up the overall process.
02-06-2006, 11:42 PM
well trying to reduce this to a high poly model i have been thinking about the background story of my scene. "Where the player would be looking from and how would he see" kinda thing
so doing this i reduced the poly count on the cathedral by reducing it on the opper windows.. the ones that are farther away and a player would never get close to. By doing this i have reduced the pc to just under 50k.. lol
49983 to be exact
To just round up all the info
This is for a midieval scene i am making for my demo reel, it is going to be my main piece for this scene. and the player/camera will be looking at the buildings from a First person view and will not be able to go to the second floor.
I think that is everything, if you think i should add any more info plz let me know. I would like it if i can get some more people posting and givig me some feedback though. Dont get me wrong Chris, yeluis, and campaignjunkie have been a lot of help, i would just like to get as many opinions as i can. Thanks
02-07-2006, 08:20 AM
looks like a good start,but do as cholden suggested and add abit more to the immediate surroundings to the building,this would make it much more intresting and add to its background story.
That being said are you intending to model the interior of this as well?.
Just you have a huge number of backfacing polygons that intersect inside the building,if you could delete all these this would reduce polycount also.
02-08-2006, 03:34 PM
There is going to be a whole street and a few more buildings, it aint just going to be the cathedral. So with that said I will be adding a lot of prop around the area to add the medieval feel. Also about the inside, there will be no inside, outside only. I dont have enough time to model that inside, way to much detail. So about the faces that intersect in the middle area, if i leave them as is wouldnt they give a lesser Poly count(pc) because if i wanted to get rid of them i would have to divide it into 3 seperate sections and then delete the middle section which would increase pc, so unless you were talking about something else then i dont know ha.
(there is suppose to be a whole city, but since the city is so huge i will prob end up doinga street then add the rest of the buildings into the skybox kinda thing.)
02-11-2006, 12:39 AM
Hey ladies and gents, just wondering if there is an easier way to uv map this "beast" then just planar map and cylindrical map
Edit: I am using maya but if there are easier programs that i can bring this over to then bring it back, that would be ok to.
02-11-2006, 12:58 AM
Are you using Maya? If so, automatic mapping and unitize can be helpful
UV Texture Editor > Polygons > Unitize
02-23-2006, 03:07 PM
not bad Ben. Can't wait to see the textures. Have you started doing the uvs yet? Yeah I often used Automatic mapping, planar and camera shot. For the environments that is.
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