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Posted (edited)

Yep. Those DrK Thief 2 shots are great.

 

Yes, a good artist could out-do those UE3 shots in a different way. You might even be able to pull-off that look with lots of high-quality normal maps in Doom 3 (though the video RAM budget would be high...). But that is a hard bargain trying to get that UE3 look in Doom 3. I guess it's a half-empty vs half-full kinda thing. :laugh:

Edited by nbohr1more

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Posted

I don't see any shadow casting lights in those shots. Perhaps some ambient occlusion or light mapping is at play but the lack of shadows is encouraging. I don't think this level of detail is beyond reach. Its more a case of what you can do outside of Dark Radiant.

Posted

Its more a case of what you can do outside of Dark Radiant.

 

For sure, I have been given models and maps that other people have included custom content, which im guessing was done in blender or same such and immediately noticeable.

bhm_banner.jpg

  • 2 months later...
Posted

There is that "how did they get it up there? :blink: " aspect to it.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

Posted

I got some inspiration for you guys - some pretty interesting reports on accurately modelling historical buildings (in Rhino, but nevermind that), with abundant visual information on real structural system and architectural language/elements, of important buildings in Spain; thereare palaces, cathedrals, monasteries (search the page), and even though the text is in spanish, the drawings (plans, sections) and models are self explanatory, and should be a good source for anyone looking to map a mission in that kind of environment, with that added feel of reality and coherence.

 

Example of a page (Siguënza Cathedral document) :

 

 

 

Sig%C3%BCenza_Hidalgo.jpg

 

 

http://download.mcneel.com/s3/mcneel/misc/docs/Aproximaciones_a_la_Catedral_de_Sig%C3%BCenza.pdf

 

The complete page with other examples is here: http://wiki.mcneel.com/rhino/geometriainformaticaarquitectonica

Posted

Well that's the aspect of architecture we don't get from the little bullet point tips we learn when we start mapping -- the cultural background & lineage of styles, all the practical things how buildings have to actually be laid out & function as working places, the engineering & materials side. It would be nice if people wrote up more primers to this kind of stuff for various styles with mappers in mind.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

Posted (edited)

There have been many attempts already of capturing what we would call historical buildings in TDM maps, specially cathedrals, or the monastery in No Honor Among Thieves (the first map I believe?) - all great efforts; even though a lot of information might go unnoticed to the "untrained eye", I think real case-studies (like these) can not only give you enough knowledge to recreate similar shapes in your own model, but also teach you a lot of fantastic ways of doing structures and organizing spaces that you probably would never have thought of.

Edited by RPGista
Posted

Oh boy. That screenshot from Sock is gorgeous, even though it does not even feature particularly complex geometry. Just those textures. :wub:

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

Posted

It is a pre-rendered promo image for a company that sells models of mediaeval buildings etc. for games and movies. They are very good, and incredibly expensive.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

Posted

It is a pre-rendered promo image for a company that sells models of mediaeval buildings etc. for games and movies. They are very good, and incredibly expensive.

 

sounds interesting. I would like to check for more if there is link for them?

 

Thanks in advance.

Posted
Oh boy. That screenshot from Sock is gorgeous, Just those textures.

Something just came to mind, is there a way of making a fog light in TDM not light any surfaces..? (like real fog)

bhm_banner.jpg

Posted

That modeling group is http://medievalworlds.com/gallery.htm

All their stuff looks good.

timberframehouse_french1_camera7_089T.jpg

 

I think a basic lesson to take from it is where to use detail work or even custom models to have boards sticking out at weird angles, cracks & broken out pieces. Some just come down to good looking & textured models though: http://medievalworlds.com/gallery/wizardsroom.jpg I wish more models as good as theirs would end up in the public domain...

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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