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Here is my first full model
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AWM Mars
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Joined: 06 Jan 2010
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Location: Wilts England

PostPosted: Fri Apr 23, 2010 5:27 pm    Post subject: Reply with quote

I've been working on republishing all our worlds installing some new textures and script code.

Took time out to have some fun with a few textures I have. These pictures have been taken in DeleD, but some lighting enhancements applied in PS.






I'm planning a Maya project, which forest edges will surround the temple. I've tried using pictures, but, now I have a wide selection of shrubs, trees, ferns, weeds etc so I'll be giving it a go with real stuff Smile
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Last edited by AWM Mars on Sat May 08, 2010 12:27 pm; edited 1 time in total
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AWM Mars
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PostPosted: Fri Apr 23, 2010 5:32 pm    Post subject: Reply with quote

chronozphere wrote:
Just awesome. You're really talented. Very Happy

Thanks for the comment, much appreciated. It also has to do with people like you that make good modelling programmes so easy to create a good workflow, that allows other talents to be creative.

I'm pretty sure, I could not have acheived so much, especially in such a short time, if it was not for you guys. Smile
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AWM Mars
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PostPosted: Thu May 06, 2010 9:58 pm    Post subject: Reply with quote

I'm well under way with the Maya Complex Project, have spend a couple of days creating the friezes, tablets and statues for the build. Here is a work in progress picture of the project, the texture is one I use to 'see perspective and gain my bearings'. Its overall size will increase by a factor of 10 when I load the jungle terrain.
The amount of buildings will increase by around 50%, along with trees and foliage. I'll be using 'real' trees and foliage in the border section of the jungle, and billboards farther away, for better realism (see pics above).

I have around 20+ tablets, friezes and statues to place in the builds. I've used place holder objects in the build that you can see some of them.

I've already had this portion of the build in a VR platform. Its scale is that of real life, so walking around the build, and those stairs, do take their time. The goal is to make this a History environment. Later I plan Egyptian, Buddist and hopefully the Globe Theatre Smile


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Last edited by AWM Mars on Fri May 07, 2010 9:50 am; edited 1 time in total
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chronozphere
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PostPosted: Thu May 06, 2010 10:24 pm    Post subject: Reply with quote

Wow. Shocked I'd love to walk around in that place.

How many poly's?

P.S: If you want, you can make new threads for your different projects. They are definitely all thread-worthy haha Very Happy You're still posting in the "This is my first model" thread. Not really true anymore. Wink
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AWM Mars
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PostPosted: Thu May 06, 2010 10:51 pm    Post subject: Reply with quote

Its cool lol.. I like being 'green' no point making new threads everytime I upload a picture. Besides, it gives me drive to see how far I've come since I first posted.

The current poly etc count for this project is:
Polygons=4369
Edges=10357
Vertices=5945

Most of the statues, friezes and tablets are low poly, but I've used quality materials to gain additional 3d perspective.

These are pictures of actual assets I've created for the project.

I created these materials using Crazybump http://www.crazybump.com/ I know you cannot use heightmaps etc in DeleD, but Crazybump outputs some great lightmapped PNG's as well as Normal, Specular, Diffuse and Occlusion maps. I used a series of photographs I procurred off the internet via legit means, put them through Crazybump and got these very useable textures. I will not use lightmapping on these textures for obvious reasons, and have made different versions for each direction so they look right.

I suspect the final polycount will be in the 20-30k mark with all the trees and terrain etc.
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elementrix
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PostPosted: Fri May 07, 2010 10:20 am    Post subject: Reply with quote

nice:) I'm also about to start a jungle/temple project in a couple of weeks.

your of to a good start.

if comparing your model to that reference image I would say that the large temple is much closer to the buildings in the front. It's of course yours to decide if you want to do that, but usually very large open squares will look a bit less interesting.
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AWM Mars
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PostPosted: Fri May 07, 2010 4:29 pm    Post subject: Reply with quote

The image is for reference only, and the distance in the centre area is about proportional, when viewed from a slightly steeper angle. The centre section is slightly wider, this is because it will be the main entrance point, also the display area with exhibits, information boards etc, for around 100+ users at a time, per instance.

The problem is, as I have been finding out, there is very little information on the Maya temples, including the temples themselves. Despite their apparent numbers, most are only discovered either by chance, or via pictures/scans from space. I've seen pictures whereby the huge temple is nothing more than a huge jungle covered mound. Unrecognisable as a temple.

There are some good examples of singular temples that fit the impression people have of what a Mayan temple is/should look like.



Being the most well preserved, perhaps makes these type of temple popular. The complex I have based my project around is the one at Tigre.

I found this website most useful for source information. http://www.authenticmaya.com/arquitectura_maya.htm
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Last edited by AWM Mars on Sat May 08, 2010 2:01 pm; edited 4 times in total
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AWM Mars
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PostPosted: Fri May 07, 2010 9:03 pm    Post subject: Reply with quote

I've reached a tryout phase in the project, whereby I render what I have and host it in our VR platform.

As I was walking about, I grabbed a few screenshots for you to look at. It still has a way to go yet, no doubt I will tinker with textures, once I've added the jungle landscaping and foliage.









I'll post more once its complete. Hopefully that wont be more than 3-4 days, who knows Smile
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AWM Mars
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PostPosted: Wed May 12, 2010 2:54 pm    Post subject: Reply with quote

I've done adding the terrain mesh, and quite a lot of the foliage to the project. The first light map pass looks promising. Now I'm going to see how it fairs in the platform.

Here is the model in DeleD.


Of course, at user height, this is quite a thick foliage.
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Jeroen
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PostPosted: Wed May 12, 2010 2:57 pm    Post subject: Reply with quote

Looks great, me thinks! Very Happy
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AWM Mars
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PostPosted: Wed May 12, 2010 4:21 pm    Post subject: Reply with quote

I was hopeful, but somehow it generated over 4,000 lightmaps, which the host platform spluttered at. Now I'm redoing it using bigger lightmaps and smaller portions per texture, see if that works lol.
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AWM Mars
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PostPosted: Wed May 12, 2010 8:22 pm    Post subject: Reply with quote

I managed to reduce the lightmaps, then worked on the texture file sizes, swapping tga's for PNG versions I created, that was a 25% saving.

The FPS rose from 5 to 25fps lol. I still have work to do with polygons, clearing any that I am not using, and may reducing the amount of plants, making foreground ones wider. The overall file size went down from 26mb to 17mb so I'm on the right road.

Here are some pictures of the build hosted in the platform.







In scale, it takes around 3 minutes to walk from oneside to the other of the terrain, everything seems in perspective with the user. I'm pleased with the outcome so far, still have more work to do.

One point, everything you see, lightmapping, textureing, models, etc are all done in DeleD, it is ported as one mesh into our hosting platform, where it is only scaled and published. Later once its as good as I can get it, I'll add functionality and our server/collaboration scripts etc.
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chronozphere
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PostPosted: Wed May 12, 2010 9:59 pm    Post subject: Reply with quote

Looking awesome. Smile

The only thing that could be improved is the terrain texture. You can now clearly see that it is one pattern that is copied all over the place. You might want to add a few geometry patches that have other terain-textures. Smile
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trucker2000
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PostPosted: Thu May 13, 2010 1:08 am    Post subject: Reply with quote

Quote:
The FPS rose from 5 to 25fps lol. I still have work to do with polygons, clearing any that I am not using, and may reducing the amount of plants, making foreground ones wider. The overall file size went down from 26mb to 17mb so I'm on the right road.


It looks really good. As for reducing polys, are your trees made from planes? (single sided poly) or are they modeled?
Another way to reduce the load, would be to make a replicator for the engine. This way, you only use 1 tree and the replicator duplicates it as many times as you state.
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AWM Mars
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PostPosted: Thu May 13, 2010 2:30 am    Post subject: Reply with quote

@chronozphere
Yes, I have considered using different textures on the terrain mesh. I'm waiting to use your new UV mapper Smile

@trucker2000
The foliage is all polys, they vary between 8-24 each. We have considered paged geomertry for the platform, but are feverishly working on the MP4 solution, that will improve things by a long way.

I still have quite a few polys that I can delete, the terrain mesh under the main build is my next area to attack.

I do have another platform I'm working with, that does have paged geometry for landscaping, you simply load your texture and paint away, it created not just the polys, but animates them to simulate wind Smile You might want to give it a try, Ogitor http://www.ogitor.org/ I've asked them to add a poly counter, so I don't get carried away Laughing
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