For the future Harad faction, I'm in need of a Harad fortress. Preferably as cool as the Rhûn fortress that TT made. Now while trying to explain the concept to TT I found that it was much harder to explain than the Rhun version. It's also much more complex for TT to model, since these structures contain so many details. And I'd like to use a lot from the existing structures (tents) to make the fortress fit and blend in with the nomadic desert people that Harad has been cast as in SEE. Unfortionately, this would require a lot of tedious modeling for TT, and I feel it might not be worth it as I can't really explain in detail what I envision for them. We'll see what he comes up with... But as a pretty good (to me at least) alternative, I came up with this kitbash of models in WB. Now I just need to find someone to bash them together.
I can't understand that after only 2 nights of starting to put the model together you would post this. You knew that the Rohan and Rhun fortresses took weeks if not months to do and after only 2 nights starting to put the walls to the fort together you go and post this. How exactly is a model with less than 100 000 000 polygons too complex for me? What DETAILS are you talking about? I can not see the Haradrim buildings having any more detail in them than any other factions buildings.
2) For the Rhûn and Rohan stuff, it was easier to explain, or "articulate" if you will, as to what I envisioned for them, and in both cases TT made it more than 100% accurate. In this case, it is extremely hard to explain in detail how I'd like the fortress to look. Not cause TT couldnt do it, but mostly cause I can't sit, via MSN, on the other side of the globe, and make TT fully grasp what I'm after. It's not a lack in his ability - it's a limitation in my possibility of communicating the concept ;p
Like I said before IT'S ONLY BEEN 2 NIGHTS, probably 30 minutes in total! On the last night you gave me the sketch you made and I looked at it and said no problem and the next day I find this thread with your posts in it.
3) There's also the problem of number of polygons in a structure, to avoid too much risc of lagg, and TT's been told he should keep it under a ranther low number. THIS is what makes the modeling of this concept somewhat "hard". Again - not cause he can't do it, but it should be somewhat tedious to produce something so detailed, when you have to keep it within certain amount of polys. With details I mean all the little elements that the Rhun and Rohan fortresses dont have, like logs in different angles, hanging tent cloth, torches, spikes, tusks, etc... The other ones are more symmetrical. This concept is more of a "mess" and that's what I'd like to keep in the final product.
IT'S ONLY BEEN 2 NIGHTS! I have been told that a fortress model should stay under 5000 polygons ( with ONLY the walls of the fortress having been made in a file the count comes to a little over 5200 polygons ). If you thought this number was a rather low number then why didn't you just say so instead of pointing it out here on the public forums. You knew I had no knowledge of making PC game models before SEE and knew I was only taking the words of others on the forum here.
4) To ad to the work load, and to once more relate to the Rhun and Rohan fortresses - all models from BFME2 lose their textures when imported into a 3D modeling client. That's partially why TT made both models from scratch instead of using meshes from the existing BFME2 assets. Then he used the textures and imported and mapped them onto his scratch made models. To do the same for Harad would be rather complicated - not technically perhaps - but in terms of being accurate to the envisioned concept I have Which brings me to the final point...
What are you talking about!? The reason I created new models was that the Rohan model you supplied was a mess with hundreds of polygons pushed and squeezed into the model where nobody could see them. The Rhun fortress was made because your alterations needed to be made and it was easier to edit parts I had made instead of trying to find and select the parts Digi made. I told you this on both occasions. Models may lose the textures when importing but the UVW coordinates are still there you just need to drop and click the materials back on. The textures had absolutely NOTHING to do with why I created the forts from scratch. Textures are the last thing a modeller looks at. The model is what comes first not the textures.
And again, I'm sorry TT if I offended you, but I'd like to think that you misunderstood
Just for future reference if your going to apologise don't write immidiatley afterwards that the other person misundertood. That is also insulting and therefore not an apology.