Okay, opened a new topic for the structure models' progress.
Warg Pit WIP (needs additional metal/wood texturing and brick overlaying, + stone hue variations)
Gundabad Structure Models
#1
Posted 01 August 2015 - 10:05 PM
"Everyone's a hero when there's nowhere left to run."
- Auxiliary Skarn, 2333rd Cohort
#2
Posted 01 August 2015 - 10:25 PM
Nicee!Good work on the rust.Can't wait to Code it in
Suggestion:
I would make textures with Normal Maps,their buildings weren't polished,they are orcs
Edited by KingThranduil, 01 August 2015 - 10:28 PM.
#3
Posted 01 August 2015 - 10:37 PM
They do have normal maps
"Everyone's a hero when there's nowhere left to run."
- Auxiliary Skarn, 2333rd Cohort
#4
Posted 01 August 2015 - 10:41 PM
Some more detailed thoughts:
Go for the film-Gundabad look, but don't forget about contrast and definition. For instance:
- Different materials for door- and window posts to add depth and diversity.
- The pointy cranellations at the top, maybe have them be separate pieces, attached to the main structure, so there can be lines between them and the rest of the structure, they can have a different color, etc. All for contrast and definition.
- Stair steps.
- The pointy things that aren't part of the structure, assembled in a circle outside of it? Definitely give them a different color/material.
- More shadows on the texture instead of fancy scene lighting (I can tell the difference ). Ridges need to drop clear, strong shadows on material beneath them. Definition, contrast. Etc.
- Metal plating/brick parts to break up the monotony?
- Iterations. Orcish structures have generations of bad architecture piled on, so lots of different materials, etc.
- Banners, props.
- Add more ridges to break monotony. The ramparts could be brick, with a jagged metal edge at the top, that sort of thing.
A quick example of the direction I'd take it:
renny_example.jpg 312.33KB 0 downloads
- -SilverBane- likes this
No fuel left for the pilgrims
#5
Posted 01 August 2015 - 10:42 PM
Oh this is getting interesting!
#6
Posted 01 August 2015 - 10:49 PM
Accepted that there needs to be variation in materials, hues, and breaking up of the texture, plus highlighting and shadowing - in fact, most of what you've said there - however, I'd also like to preserve the look of carven rock which we see in The Hobbit. So, I was thinking that, while of course variations in the texture are necessary, the larger proportion of the faces would feature stone facing.
"Everyone's a hero when there's nowhere left to run."
- Auxiliary Skarn, 2333rd Cohort
#7
Posted 01 August 2015 - 10:57 PM
The thing about what we see in The Hobbit, though, is that those are all carved upwards, monolithic-like, and are huge. You can get away with monotony when you're dealing with monolithic, mountain-like structures (any detail would be extremely tiny anyway), but that's not what you're doing.
This is an actual, functional structure; it doesn't make sense for something of this shape to be carved straight from the rock. It's just too smooth, and orcs aren't artists. If you want to go with that film look, I'd have one element of each structure be tall and monolithic to reflect it, with the actual functional parts of the structure built around it. I think that's what you're doing with the forge.
No fuel left for the pilgrims
#8
Posted 01 August 2015 - 10:59 PM
Well, I'll have another hack at it tomorrow bearing that in mind, and see what happens, okay?
"Everyone's a hero when there's nowhere left to run."
- Auxiliary Skarn, 2333rd Cohort
#9
Posted 01 August 2015 - 11:01 PM
Sure!
No fuel left for the pilgrims
#10
Posted 01 August 2015 - 11:05 PM
There was another concept of Gundabad.The black one,similar to Carn Dum.PJ rejected it of course
Suggestions:
Add cloth somewhere,some flags,Eye of sauron on the walls,Good thing adding the normal maps,maybe some iron sticking out of foundation etc.
#11
Posted 02 August 2015 - 06:47 AM
"Everyone's a hero when there's nowhere left to run."
- Auxiliary Skarn, 2333rd Cohort
#12
Posted 02 August 2015 - 07:18 AM
It still looks too monotonous for me. Way out of place compared to the other BFME2 structures. What you did to the separate, circled spikey things... that needs to happen across the model, in different ways. I just don't like a single 'texture' to be wrapped around the entire thing, if you know what I mean.
- -SilverBane- likes this
No fuel left for the pilgrims
#13
Posted 02 August 2015 - 10:15 AM
Ah. Right, I've twigged what you mean. I know what to do now
"Everyone's a hero when there's nowhere left to run."
- Auxiliary Skarn, 2333rd Cohort
#14
Posted 02 August 2015 - 10:17 AM
Twigged?
No fuel left for the pilgrims
#15
Posted 02 August 2015 - 11:50 AM
Errr... twigging is like that bit that follows the penny's being in the air. Realization.
"Everyone's a hero when there's nowhere left to run."
- Auxiliary Skarn, 2333rd Cohort
#16
Posted 02 August 2015 - 12:27 PM
Good job!
Nothing else
#18
Posted 14 August 2015 - 06:01 AM
Well, I've run into a slightly major problem, and as it turns out I'm going to have to re-UV and texture that. Bummer, but oh well, it's gotta be done.
"Everyone's a hero when there's nowhere left to run."
- Auxiliary Skarn, 2333rd Cohort
#20
Posted 14 August 2015 - 11:15 AM
Can't wait to see more of these Masterpieces!
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