dmdrake inspired blender model

I have always liked dmdrake / tall trees work. Tonight I decided to use one of his building as inspiration for a new 2010 native mode building. The high detail model actually only has 1800 poly's to it. I created the mesh, did all the uv unwrapping, and baked the clay render out to the skin. All I have to do now is some work on the skin and then make some lower poly lod meshes.

Gotta say I love blender. I was never able to work this fast in gmax.
Hal

Front
build1.jpg


Back
build2o.jpg
 
Looks good! Can't wait to publish this evening the first buildings of my new ANAC-Series!

regards,

Jean-Paul
 
Hallo,


that looks really great!
At present, I do all my creations using gmax, but may I should try this blender too. Could anyone please put the needed links in here so people can find the needed modules. Unfortunately I do not have any experiences jet using blender. There is also the question, how to export the mesh files. Auran once provided a special software to support gmax and the data export function as required. Is something like this necessary for blender too?

:)

Thank you very much for your information.
Your's TUME
 
Thanks everyone for the kind posts. Im having alot of fun with this.


As far as what you need to get going in blender here ya go.

Blender
http://www.blender.org/
Blender export script
http://sourceforge.net/projects/blenderextrainz/
Auran Trainz mesh importer (registration required)
http://www.trainzdev.com/index.php?option=com_mambowiki&Itemid=39

Helpful links to get going to learn the basics just use youtube
http://www.youtube.com/user/super3boy
Trainz wikibook is a must
http://en.wikibooks.org/wiki/Trainz/Tutorial_for_Blender
Paul Hobbs website who wrote alot of the stuff in those wikibook, get his pdf's there also indispensable.
http://www.44090digitalmodels.co.uk/
 
This looks good and it's great to see creators stepping up to the challenge of TS2010 native mode.

Paul
 
More WIP shots

Skins are 90% done need to finish that and then add some normal mapping. Then the high poly lod will be ready.
scr1u.jpg


scr2p.jpg


Hal
 
Lookin' good. My only suggestion would be...you might try one sharpening on your texture file before exporting. This doesn't always work. Try it...export it...and if your don't like the result...go back to the original. That is...if you saved it first. That's always a good idea before experimenting. :)

Cheers,
Fred
 
Very nice indeed! Check the size of your bricks - they look a little larger than standard ones...

Paul
 
Changes to brick size.

I have changed the size of the bricks and I like it alot better. The normal map will help sharpen the texture so im not touching that yet.

scr4w.jpg


Hal
 
Looking good!

Just 1800 Blender polys?
Is that more or less the same as Gmax polies?
I was wondering will this be a standard in the future?

Kind regards,
Ok_liW
 
Yes the blender and gmax poly count should be the same by definition. As far as a standard goes, according to the content creation guid this model is recommended to have 300 poly's (but those recommendation havent changed since 2004). Dave's original model is below that count. The lowest LOD mesh for this asset will be well below 300 poly's. The texture file is 11.9 megs. Im experimenting with a 2048x2048 (one texture for everything) for the entire model. I will also have a normal map for this one. So this model is going to be gentle on the rendering engine of the game but not so gentle on the memory requirement. If the game has 100 such objects loaded in memory than it will be using around a gig of memory. With the game loading 3-4 basebords 360deg around you current viewpoint it wont take very much before the memory requirement's go through the roof.

Personally I dont think this model should be used anywhere but right next to the tracks. If its going to be placed far enough away from the viewpoint of the user that the highest LOD mesh doesn't get viewed as they pass by than why have it in memory? Use another building.

So to answer your question Ok_liW, as far as standards go thats all dependent on how far the object will be placed from the users viewpoint. If 1800 poly buildings are used everywhere I dont think it will work very well at all we would have to buy server mainboards to get a computer with enough memory to run it all. On the other hand if we use them judiciously we have the freedom to use as many poly's as we want to make it look right.

Hal
 
Back
Top