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eRe4s3r — Castle Walls with Gate

Published: 2007-03-19 18:55:57 +0000 UTC; Views: 16229; Favourites: 72; Downloads: 4763
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Description Textures used

2 Seamless reality Textures (SRT's) from
[link] (free use)
Mixed together by an 7-layered shader

This was a high poly version *cough* for later in game lotr2 model with normal mapping, though it never got that far ^^

Ambient Occlusion
NO Global Illumination

Rendertime: 1h 40m
Polygon Count: 2.1 Million (every single stone is modeled ^^)
Related content
Comments: 16

BlockJuice [2008-11-21 01:30:00 +0000 UTC]

that looks pretty good

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eRe4s3r In reply to BlockJuice [2008-11-21 01:37:31 +0000 UTC]

Thanks I think so too, even though its a really old submission allready.. heh

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SiteLine6 [2008-10-17 02:13:14 +0000 UTC]

very cool man!
ya this sure has a cool look to it.. and your right baldur gate/ Diablo comes to mind!
every stone?

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eRe4s3r In reply to SiteLine6 [2008-10-17 18:32:37 +0000 UTC]

Haha, well it sure sounds devastating but dont forget i ment it in a different way, every stone is a unique mesh but i did not (obviously, move and place every stone by hand)

Stuff like duplication works wonders (and symmetry .p)

Still i like the concept on making each stone unique (albeit its hard to see)

It makes modelling in windows/doors/holes MUCH easier, since you can relate to architectural methods

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SiteLine6 In reply to eRe4s3r [2008-10-17 19:11:42 +0000 UTC]

Right! I can see how you could do that.. but that would mean that every block would have to load a texture file to it, even if it's the same file over and over again? In a game this thing would have a hellish long load time? no?

"It makes modelling in windows/doors/holes MUCH easier, since you can relate to architectural methods"
Ya I see your point there, and it sure paid off! but very time consuming to say the least!

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eRe4s3r In reply to SiteLine6 [2008-10-17 19:15:36 +0000 UTC]

Yeah, for game use this would be deathly, not so much for texture load, more likely for anything else (collision/shadows/Polygon Count)

Obviously i can do game-models too And these are not that fancy (although they can look just as good) .p

As for Time Consuming.. well not really, these things go very quickly nowadays, all a matter of practice

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SiteLine6 In reply to eRe4s3r [2008-10-17 19:30:05 +0000 UTC]

"As for Time Consuming.. well not really, these things go very quickly nowadays, all a matter of practice"
ya I'm working on it.. but it's slow going trying to teach myself how .. what has got me is getting the topolgoy right for organic models, laying out UV meshes in the editor, Plus building the shaders.. I'm getting better and polygon modeling, but I've not had much luck with nurbs or subD ..

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eRe4s3r In reply to SiteLine6 [2008-10-17 19:40:04 +0000 UTC]

Oh yeah.. organic modelling is the horror, it may be possible to make insanely fancy things with zbrush and the like nowadays, but texturing them "properly" is an entirely different beast

To be honest, i think this trend to ever more advanced textures on single characters is a huge waste of time... better graphics dont make a good game after all

Indy Developers are the only ones who got the clue, make game worlds that run on 99% of the hardware instead of 1% (Crysis...)

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SiteLine6 In reply to eRe4s3r [2008-10-17 19:49:19 +0000 UTC]

well like anything else these days.. they don't give a crap about if it's good, works, all they care about is if it make money for them.. I really hate the whole share holder aspect of buisness.. it really screws things up.. Money ,money it's all that counts.! I agree with you good game content is what really matters.. and make sure that most people can play it.. But games like Crysis are out there to push the hardware market.. forcing everyone to have to constantly up date in order to play.. it blows.. but again.. they don't care.. it' just the greed factor!

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Anatfo [2008-01-22 21:44:41 +0000 UTC]

A 3D-ing bfme2 player


(in my own gallery I have a render of a dwarven heart, from bfme2 made with a 10 year old prog. gonna try to max it one day. )

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Artush [2007-04-05 18:02:26 +0000 UTC]

good Work and Nice texture

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NaeRey [2007-04-05 12:12:52 +0000 UTC]

Did you use some sort of toon-shader? It looks somewhat strange...
Modeling every stone is.... crazy!
Good work!!

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eRe4s3r In reply to NaeRey [2007-04-05 12:17:45 +0000 UTC]

Yeah i cheated abit to show the "spacing" in btw the stones, though i aimed for that look I tried to recreate the pre-rendered look of baldurs gate 2 to some extend

Without the line accentuation the global illumination would "fade" the spacings and it would look more like a solid blurry wall thing

Though i didnt use the Cel Shader.. just a tuned Ambient Occlusion with a high contrast setting, it turned out a pretty "unique look" that way

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FabiFox [2007-03-22 18:09:39 +0000 UTC]

Excellent work! I can tell this was a lot of work, every stone... insane!

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eRe4s3r In reply to FabiFox [2007-03-22 20:02:05 +0000 UTC]

well, if theres a simpler way to make a "round" stone wall then please tell me :/

(besides, maybe i am getting more praise then i deserve, i modelled those stones i didnt know a better way to fit (like all round stones, the gates etc..) the towers itself were very easy.. the top and the windows etc were not

So some duplicating was of course part of the process, /me hides in shame for putting it a bit to vague

If anything knows a easy way for making stones conform to a round path (and not "stretching) in the process, but still maintaining "fitting" then im all ears .) Because i decided that my method of doing that sucked (and was annoyingly boring ^^) (thus it beeing unfinished)

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master3d [2007-03-20 18:10:27 +0000 UTC]

every stone....dude!

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