|
|
August MMC - Castle Type Thing
About Truespace Archives
These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.
They are retained here for archive purposes only.
August MMC - Castle Type Thing // Work in Progress
Post by Davin // Aug 6, 2008, 9:00pm
|
Davin
Total Posts: 59
|
Ok, to learn TS7.6 faster I am going to try and complete this months MMC.
Nothing very original and it is pretty basic in design.
I am going to make the walls and ramparts then a separate building inside for the castle. And hopefully if I have enough time, I will also model some other buildings inside, like barracks, a stable and some smaller buildings.
And if I am feeling really accomplished I will also model some things outside the castle walls.
First few shots: |
Post by Davin // Aug 6, 2008, 9:12pm
|
Davin
Total Posts: 59
|
Ok, I got bored with just modeling and messed with some textures.
Took me about 30 minutes to make the ground texture (I made them months ago) and I just repeated the grass a lot, put a mask over and repeated the same texture but at a lower frequency with a grey blobbish mask to make it look like it is not a repeating texture.
I only made the brick texture in about 5 minutes, so it still needs work and I also need to make different textures for where different bricks should be used.
I will try to refrain from doing too much texture work until I am done with the models. |
Post by Davin // Aug 6, 2008, 9:26pm
|
Davin
Total Posts: 59
|
Ok, last one for tonight, I just added some dirt to the ground, I probably won't even keep the ground and use one of my terrains I started a long time ago.
Any way I repeated the hell out of the dirt texture and masked the same texture but repeated less to hide the tiling effect. You can see the tiling a little bit in the dirt but I probably won't even touch it again until more of the castle is done.
So the ground now has 4 layers, might be a little much for the not so good effect, but I will probably work on it some more when I really get into the texturing. |
Post by Davin // Aug 6, 2008, 10:37pm
|
Davin
Total Posts: 59
|
Ok, I couldn't help messing with things that I will replace any way...
But here is some terrain work and some lighting.
At least I made the lighting, ground and sky on different layers so I can focus on the castle when I start working on it again.
I am done for today finally, I just had to do something relaxing after programming a contract. |
Post by Davin // Aug 6, 2008, 10:44pm
|
Davin
Total Posts: 59
|
And a farther out shot to show more of the terrain. |
Post by Nez // Aug 6, 2008, 11:27pm
|
Nez
Total Posts: 1102
|
I totally know what you mean - I'm hopeless at just working on a model without tinkering with textures and experimenting with lighting as I go!
This is coming along nicely and gives you lots of room for a nice big 'keep' in the middle - for examples you could search for pictures of Dover Castle (or Rochester or Harlech).
I can see what you mean about the ground texture - it's looking a tiny bit like carpet at the moment but it's a good start. I like your idea bout using several versions of the smae texture at different scales in the different layers; something I sometimes use is a procedural colour shader as a grime layer to break up a tiled texture underneath... |
Post by kena // Aug 7, 2008, 5:16am
|
kena
Total Posts: 2321
|
Yep... I like where this is going. a "traditional" castle and keep. looking forward to seeing this one get done. |
Post by Davin // Aug 7, 2008, 9:58am
|
Davin
Total Posts: 59
|
Nez: Yeah, I use procedural textures pretty often too, and I think I still should on top of the layered textures, I will test it out tonight while eating dinner in between jobs. I am not sure about the scale, I made the ramparts and walls too small for a huge castle, because I also want to put in separate buildings for barracks and a stable.
Kena: Yeah, that is what I am going for, the keep may not be too "traditional" but I am still sketching that up and working with ideas. There are a few things I know it will have: A tower, huge part for the throne room and a roof.
I decided that I will make the terrain from scratch using TS and PSP, instead of using terrains that I have had for a while. Currently, I just put up a cube that I quickly deformed into a some what, natural looking mass. I will also make the masks and textures and will try to remember to take screen shots, I forgot to take some at first when I was working on the ramparts. But like everything else in my world; they came from a cube. |
Post by Breech Block // Aug 7, 2008, 10:02am
|
Breech Block
Total Posts: 844
|
Nice work. It looks exactly like the castle's I use to lay seige to in Medieval Total War. |
Post by kena // Aug 7, 2008, 10:42am
|
kena
Total Posts: 2321
|
I decided that I will make the terrain from scratch using TS and PSP, instead of using terrains that I have had for a while. Currently, I just put up a cube that I quickly deformed into a some what, natural looking mass. I will also make the masks and textures and will try to remember to take screen shots, I forgot to take some at first when I was working on the ramparts. But like everything else in my world; they came from a cube.
for a really good terrain, check out The Terrain generator thread (http://forums1.caligari.com/truespace/showthread.php?t=5724)
it explains the basics of using the TS terrain generator. |
Post by Davin // Aug 8, 2008, 11:00pm
|
Davin
Total Posts: 59
|
Working on the keep.
I did refrain from working on textures and lighting, kinda proud of myself. |
Post by Breech Block // Aug 9, 2008, 7:12pm
|
Breech Block
Total Posts: 844
|
Nice going Davin, its moving along quite nicely. The only advice I can offer at this stage is that I think you might want to rethink the roof of the central keep. From a military standpoint, the purpose of the keep on any castle is to dominate the battlefield through its height advantage. Therfore it would have battlements all around to help facilitate that.
HTH. |
Post by kena // Aug 9, 2008, 10:43pm
|
kena
Total Posts: 2321
|
it does have a sort of walkway going around it though. Just add doors in the roof to access them and that might work. |
Post by Davin // Aug 10, 2008, 1:56am
|
Davin
Total Posts: 59
|
Breech Block: Yeah, I think I will be adding some more detailed parapets and making a little walkway around them. Not dure if I will make it any taller as 4 stories is pretty much the max hieght of any castle around the age of castles, but I think I will make the Ramparts shorter to make the keep look more like the premeir structure of the scene.
Kena: As I said in response to Breech Block, I will add in a more defined walkway instead of just the parapets of the age to allow for more defenfes than just the the archer slits. I will also add in the oil dumping/rock dropping top areas in the four corners as was also the standard for the later ages of castles.
Once I am done with the "basic" structures, I will add in more details. I have setched out the keeps doorway and the main gate while on my ten minute breaks from my part time job so hopefully I will have time between programming contracts Sunday to show some more progress. |
Post by kena // Aug 12, 2008, 6:35am
|
kena
Total Posts: 2321
|
sounds good to me - keep up the good work! |
Post by Davin // Aug 12, 2008, 10:44pm
|
Davin
Total Posts: 59
|
I don't have much time, I just got off my part time job and have to go to bed to rest for my full time job, I will comment on this tomorrow when I am programming some contracts.
I added some more detailed parapets to the keep and I am working on the gate. |
Post by Davin // Aug 13, 2008, 10:18pm
|
Davin
Total Posts: 59
|
I covered some ones shift at my part time job tonight and had to complete some contract work tonight, so I only had about an hour to spend working on this, so I made the gate and the chains.
This Friday night and this weekend I will be able to put a lot more time into this. |
Post by kena // Aug 14, 2008, 5:01am
|
kena
Total Posts: 2321
|
getting some good detail there. I would change the texture of the bridge a bit. It looks a bit too regular. |
Post by Davin // Aug 14, 2008, 6:07am
|
Davin
Total Posts: 59
|
Yeah, I will be changing pretty much every texture when I am done with most of the objects. |
Post by Davin // Aug 14, 2008, 10:32pm
|
Davin
Total Posts: 59
|
Just a quick door for the keep.
Gonna need a knocker though. |
Post by jamesmc // Aug 14, 2008, 10:43pm
|
jamesmc
Total Posts: 2566
|
Quite detailed in construction. Looks very nice. :) |
Post by Davin // Aug 16, 2008, 12:14am
|
Davin
Total Posts: 59
|
Worked on this a little bit, added in a roof texture and made a cast iron texture for all the black metal and made a new brick texture.
I am still working on brick textures, but I am going to work on the terrain first then go back and work on the brick textures.
Here are a few shots. |
Post by Heidi // Aug 16, 2008, 4:36am
|
Heidi
Total Posts: 335
|
Excellent job....this is coming right along. :)
Just an obervation... looking at the overview of the castle, the drawbridge looks a little too stout when compared to the finer detail of the keep. |
Post by Breech Block // Aug 16, 2008, 11:40am
|
Breech Block
Total Posts: 844
|
Nice work Davin, its really starting to pull together now. Love the big chunky chains on the drawbridge. Can't wait to see the final render. |
Post by W!ZARD // Aug 17, 2008, 2:03am
|
W!ZARD
Total Posts: 2603
|
Coming along nicely. One observation I can offer is that you have a degree os scale mismatch to my eye. Imagine a 6 foot person standing on the bridge - then by the central building and finally on top of the square towers.
Those towers look like they need more crenellations (the up and down bits you fire arrows from). Otherwise looking great. |
Post by Jack Edwards // Aug 17, 2008, 1:42pm
|
Jack Edwards
Total Posts: 4062
|
Also you may want to try using AntiAliasing for your DX Renders/screen caps, since you're getting some texture glittering and aliasing artifacts in the render. |
Post by Davin // Aug 18, 2008, 7:14am
|
Davin
Total Posts: 59
|
Hiedi: Yes it is too stout. I also need to redo it from scratch, because I noticed last night that it some wierd missing faces.
Breech Block: Thank you. The chains will probably be a little less chunky for the final, but I want them to be kinda chunky.
W!ZARD: I spent an hour last night fixing the proportions. It is supposed to have some big oversized characteristics, but I had been going without making sure I had not gone too far. Not all castles were embattled, but this one will be.
Jack Edwards: I never do anti-aliasing until I am down to the final details, but I will try to remember to anti-alias any images I post.
So I worked on fixing some of the proportions last night, I will continue to fix them tonight. I am still working on the terrain, hopefully I will have enough time to complete at least the terrain and the rest of the texturing. |
Post by Davin // Aug 18, 2008, 7:26pm
|
Davin
Total Posts: 59
|
A bit of scaling work, some texture work and I am now going to work on the terrain.
If I have time will add in the other elements I wanted to originally but I think this and the terrain are the most important things for me. |
Post by kena // Aug 18, 2008, 8:47pm
|
kena
Total Posts: 2321
|
looking good! I hope you have time to get everything you want, and if not, please keep this one going after the challenge. |
Post by Davin // Aug 18, 2008, 9:09pm
|
Davin
Total Posts: 59
|
Yeah, gonna do the terrain, then submit it if I do not have more time.
I will add in the livestock, barracks, stables and some homes. Even if I don't get the time this week to do it. |
|