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3D Max Hammerite cathedral


Fidcal

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No idea if this is of any use to any of us but if anyone has 3DMax 2010 might be worth a look. Digi does say anyone can use it for anything....

 

http://www.ttlg.com/forums/showthread.php?t=124965&page=17

 

Scroll down a bit. Can't seem to get addresses of individual posts anymore. Damn forum software downgrades. <grrr>

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Not to discourage anyone but you really need to be able to use a modeling package if you want to work with assets like this. Ideally this should be sliced up into pieces so that it will work well with visportals.

 

I don't know if any of you are familiar with Kat from D3W but he has lots of experience with this sort of thing. He's produced a fair number of maps where almost all the geometry is modeled externally and there's loads of good information about the development of each map on his forum.

 

Here's a good example...

 

http://www.katsbits.com/cgi-bin/ikonboard.cgi?act=ST;f=6;t=9

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i posted and asked for 3ds or obj file, hopefully he comes through.

 

the main thing is breaking everything off the 'main walls' and redoing them with geometry to seal it up. then breaking down the remaining pieces into modular assets (ie one pillar, one staircase railing, one arch...), adding collision/shadow meshes.

 

then piecing back together in DR. shouldn't be hard, but that depends on textures... is he supplying them? is it uv mapped good, etc...Digi's a pretty thourough guy but until you get your hands on stuff you never know what the condition is.

 

Would be really cool to have a modular pack like that, then you can build 'his' church or any variety of shapes and retain the look.

Dark is the sway that mows like a harvest

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UV mapping is applying texture coordinates.

 

The uv tool for adjusting is very much like adjusting textures on patches in DR using ctrl-alt-T.

 

easy on simple shapes, tougher on more complex stuff. also have to find suitable textures and whatnot.

 

But like the big fancy window on the front, I can just apply a base stone, then bake it down to a tex with normal map. Saves a ton of time modelling it and should be easy to bake.

Dark is the sway that mows like a harvest

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iirc there is a plugin for max to export to .map (it tries to convert everything to brushes/patches). Results arnt always that amazing from what I remember, but you never know. I think there's also one for blender, Kats site might have a link else dig around google.

 

Alternatively I'll do some quick conversions and such if there hasn't been movement by the time my gfx card/mobo mess sorts itself out.

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well, the 3ds file I got was not a complete building.

 

pieces parts which is good, and a partial building shell.

 

unfortunately somethings like the 'flower windows' aren't optimized very well. probably easy enough to fix.

 

the other windows (stained glass) while having some pretty cool 'builders designs' in the aren't beveled, so a bit of work will need done to make them bakeable. that should be doable though.

 

this is the one I really like. nice forge imagery.

post-1981-128657289867_thumb.jpg

 

stairs, meh. doorways arches, same thing.. probably be just as easy to do from scratch as they coul be uv mapped before cloning...

 

I think the best bet here is to touch-up, bake a few windows. and possibly a few arch objects.

 

this isn't the one in the video with the flying buttresses and fancy hadrails.

Dark is the sway that mows like a harvest

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