Topic: Barbarian Warehouse Remodel
SirVer |
Posted at: 2015-01-16, 07:08
I like #2 , mainly because the darker look makes it look less modern to me and that meshes better with the barbarians in my mind. also I prefer less player color - otherwise it looks quite circuisy to me. I see that the view angle of the buildings is different. Is it the correct one? It is great to see you back in action again. Top Quote |
Tino |
Posted at: 2015-01-16, 08:18
I do like the playercolor usage, #2 is really great. Welcome back chuck! Top Quote |
chuckw Topic Opener |
Posted at: 2015-01-16, 15:03
Yes, #1 is a bit over the top, especially for the barbarians. I could see the empire doing something like that though.
I will triple-check the stage settings, but the camera and light angles should be the same as that used on the rest of the models I have created. I was not surprised by this because I have found similar discrepancies with most, if not all, of the original barbarian buildings. While I am thinking of it, I'll check the stage settings in those original blender files that we do have and, if necessary, re-render those models to match the standard. A bug report will be generated if any are found.
Thanks! It's good to be splashing color bits on monitors again. I see little people. Top Quote |
chuckw Topic Opener |
Posted at: 2015-01-16, 15:05
Thanks, Tino! I really did miss hanging out with the Widelands crowd. It's feels good to be back. Hey, didn't I warn you this might happen? I see little people. Top Quote |
chuckw Topic Opener |
Posted at: 2015-01-16, 15:34
My work is not done on this yet. I have a sample #3 coming that borrows a lot of its elements from the barbarian barrier building which shares a similar design. Believe it or not, the size that some of these structures attained has only recently dawned on me. Sample #2 I envision would be 6-7 meters (20+ feet) high for example, maybe more. Aside from that, the modeling technique is different between the barrier model and Samples #1&2. In the barrier and a lot of my earlier models, where you see a log there is actually a model of a log not just a material that looks like logs. That technique (which stemmed mostly from my inexperience with 3D modeling) results in a very complicated and vertex-intensive model. Yet it yields a model that can be constructed like a real building with elements that can be shared across many models to provide a more consistent look to the collection of buildings in this case. You wouldn't believe how many elements (i.e. parts) are in the atlantean ship model, for example. I see little people. Top Quote |
DragonAtma |
Posted at: 2015-01-16, 22:49
Sample #2 looks good; my only concern is that while the wood in that one is so weathered it's grey, the wood in other buildings is a fresh brown/orange. Also, the rotation of the samples seems to be off. Fortunately, a bit of rotation (say, using the original building's camera location & look_at) should fix that. Top Quote |
fuchur |
Posted at: 2015-01-17, 00:33
Like the others I also like #2. Especially the crossing beams (I don't know if that's the right word) at the top of the roof are a nice feature Top Quote |
chuckw Topic Opener |
Posted at: 2015-01-17, 23:04
Thanks for your comments, DragonAtma and fuchur. I tweaked the Sample #2 and present here Sample #3 with the original warehouse for comparison Comments? I see little people. Top Quote |
DragonAtma |
Posted at: 2015-01-18, 05:24
Looking good! Top Quote |
SirVer |
Posted at: 2015-01-18, 09:47
Beautiful!! Top Quote |