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Castle wip
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.
Castle wip // Work in Progress
Post by RAYMAN // Aug 3, 2008, 3:15pm
RAYMAN
Total Posts: 1496
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Just decided i give a castle a shot !
but as i render in Vue I´m probably not going to submit
it to the MMC ....
Here´s a few steps I did up til now and a render in Vue.
We will see where that comes to .. ? !!;)
Peter |
Post by kena // Aug 3, 2008, 4:38pm
kena
Total Posts: 2321
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You can submit rendered in Vue as long as you model in TS. My Vue picture of Stonehenge won last challenge.
This one is looking good - tweek it up and give it a bit more composition, and you could have a winner here!
Just need some windows and arrow slits - maybe a drawbridge. |
Post by Jack Edwards // Aug 3, 2008, 4:54pm
Jack Edwards
Total Posts: 4062
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The vegetation is pre-built models though... :( |
Post by trueSpaced // Aug 3, 2008, 5:02pm
trueSpaced
Total Posts: 544
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I think it looks really good, especially as the first post in a WIP thread :D
Just a few tweaks are needed, but hey, you have a whole month to worry about that :p
-TrueSpaced:banana: |
Post by kena // Aug 3, 2008, 5:16pm
kena
Total Posts: 2321
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The vegetation is pre-built models though... :(
Take a look at the MMC thread. pre-built can be used to enhance your scene as long as the main focus is built in TS (the castle) and the pre-built is not used to hide the castle because you are not happy with how you modeled it. |
Post by Jack Edwards // Aug 3, 2008, 5:40pm
Jack Edwards
Total Posts: 4062
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Your call Kena, you're running it this month. ;) |
Post by 3dfrog // Aug 3, 2008, 6:44pm
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looks cool man |
Post by kena // Aug 3, 2008, 9:31pm
kena
Total Posts: 2321
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Just took another look - your doorway is a bit over-large for the castle. Unless a giant lives there :D |
Post by RAYMAN // Aug 3, 2008, 10:07pm
RAYMAN
Total Posts: 1496
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Yeah I will take it into consideration !
This needs a lot of overhaul:D !
Doorway and a drawbridge and a door and windowslits etc. !
Was just the first step !
And Yes thats cool if I can use a Vue render but I have no problem
if its just for fun !:D
Thanks for the many responses !
Peter |
Post by rjeff // Aug 4, 2008, 2:03am
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Not giant Kena..just bigged boned. |
Post by kena // Aug 4, 2008, 5:03am
kena
Total Posts: 2321
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I would say that you should do like I did and make TS AND Vue renders. Just for comparison. |
Post by RAYMAN // Aug 4, 2008, 7:29am
RAYMAN
Total Posts: 1496
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Yes Sir !:D |
Post by kena // Aug 12, 2008, 6:35am
kena
Total Posts: 2321
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If this is for the Monthly modeling challange - could you post a link to this WIP in the
August 2008 MMC Challenge (http://forums1.caligari.com/truespace/showthread.php?t=6059&page=2) Thread?
Thanks! I want you to get a chance to get voted on!! |
Post by RAYMAN // Aug 17, 2008, 12:11pm
RAYMAN
Total Posts: 1496
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Yes Kena late but i hope not to late I post a link !
I got to do some more modeling for now....
a catapult and lots of changes to the base shape plus a draw bridge and
a main building... |
Post by Jack Edwards // Aug 17, 2008, 1:21pm
Jack Edwards
Total Posts: 4062
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The castle has definitely received an upgrade! |
Post by RAYMAN // Aug 17, 2008, 3:18pm
RAYMAN
Total Posts: 1496
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Thank you Jack !
Here is an update with some texturing done...
Peter |
Post by kena // Aug 17, 2008, 3:32pm
kena
Total Posts: 2321
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VERY nice! once you get the windows textured and finish the rest, I'm positive it will really rock! I just wish I was better at texturing. I'm sure that if I keep trying, I will continue to get better. |
Post by RAYMAN // Aug 17, 2008, 9:12pm
RAYMAN
Total Posts: 1496
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Kena thank you ... you are in fact very good at texturing I like what you do !
Peter |
Post by Breech Block // Aug 18, 2008, 12:49pm
Breech Block
Total Posts: 844
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Nice to see an update on this Peter and its looking very much improved. keep up the good work. |
Post by RAYMAN // Aug 18, 2008, 1:36pm
RAYMAN
Total Posts: 1496
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Thank you Breech block spent hours now finishing of the textures.
There are so many tiny squares on the top !:D
Updating some renders now and working on the hills and grass...
Peter |
Post by RAYMAN // Aug 19, 2008, 9:52am
RAYMAN
Total Posts: 1496
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Well this is coming along slowly....
I wanted to make a Vray render but I run into a big problem.
All the geometrie that ads up near the top of the model
reaches the limit where Vray strikes.Workspace works fine and I
exported this piece by piece to Vue.
The export with 3ds failed because it was over 7 million polys large
and I couldnt split the textures. with object format I stayed a bit over
3 million and just made it.I want to do some animations with it in the future so I need it in one piece and detail.
All the texturing of all those little squares ....... shrug !:D
Still working on it though ...
Peter |
Post by TomG // Aug 19, 2008, 10:13am
TomG
Total Posts: 3397
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That seems like an awful lot of polys for what I see in the scene - basically 3 million or so, if you account for 3DS triangulating the quads so doubling the count. Given everything here is pretty much cubic, and not organic and rounded, I'm not sure why the poly count should be (or needs to be) that high.
Even with those crenallations (sp?) they should add very little, just 6 faces for each (unless you boolean then into the wall, then potentially less). Even at 6 faces each you could have half a million of those before reaching 3 million polys :)
Could the geometry be redone to avoid this very high count? Could it be the landscape that does it (in which case 2 render passes may be in order since the point of view would make that easy and cause no problems, or passing the landscape through the very good workspace poly reduction tool after import may help)?
HTH!
Tom |
Post by RAYMAN // Aug 19, 2008, 10:20am
RAYMAN
Total Posts: 1496
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Tom I have 2 catapults and the balls and the stands etc. in every of the corners !
I want to use this with a flythrough animation and there is not much
polyreduction on the top that I could do. The landscape was not included
in the count nor are any of the tree . Its the basic castle that i exported
from Truespace.But I will take some out for the final Vray render for
the submission.
Peter |
Post by RAYMAN // Aug 19, 2008, 10:48am
RAYMAN
Total Posts: 1496
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Plus there is a tourch in every of the corner and wit the animation when everthing is finished I´m coming pretty near tol those so I dont want them to be low poly...
Thats probably a large part of it.. |
Post by TomG // Aug 19, 2008, 11:20am
TomG
Total Posts: 3397
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Even with those, that still seems like an extraordinarily high polygon count for the scene. None of those objects should take that many polys. For instance this scene with ship, including all modeled rails, windows, door handles, lifeboats, cargo, tires, ropes, ocean and even landscape, doesnt come close to that even :)
http://www.tmgcgart.com/html/perfect_day2.htm
Something is up someplace for this scene to have such a huge poly count I would say, and it should still be fixable, even for close ups.
Just found the poly count for the ship and cargo and it was 35,616. So the whole scene as linked likely comes to under 200,000 polys, quite possibly under 100,000 to be honest. So 3 million for the castle seems to be out by a factor of about 10 to me, I feel sure it could be much smaller without losing the details you need.
HTH!
Tom |
Post by RAYMAN // Aug 19, 2008, 11:36am
RAYMAN
Total Posts: 1496
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Yes I will have to hunt it down anyways. I will take it apart one by one and see whats wrong !
In the meantime I will make some trees and use the diplacement paint tool
for the vray render.
Thanks Tom !
Peter |
Post by TomG // Aug 19, 2008, 11:44am
TomG
Total Posts: 3397
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No problem! It would be nice to get the scene working with V-Ray to keep your life simple (no exporting required), and I think it can be done without losing what you need (obviously if it was going to give blocky cannonballs with squared off edges in your close up etc then that is no solution at all!).
Keep us updated on if you find some poly savings someplace, those could prove useful tips for us all!
Thanks!
Tom |
Post by RAYMAN // Aug 19, 2008, 11:46am
RAYMAN
Total Posts: 1496
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The top of the castle is only 29 365 polys I checked that now !
Probably less in Truespace because it triangulates when it comes into Vue where I checked it.
So thats not the problem !
I´m pretty happy that that is not the problem zone because that was most of the work ...
Peter
Update every catapult stand has 55785 polys so these are almost double the size of the whole castle top !!
I need to limit on these !
Peter |
Post by kena // Aug 19, 2008, 12:29pm
kena
Total Posts: 2321
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judging from your catapults
http://forums1.caligari.com/truespace/attachment.php?attachmentid=14335&stc=1&d=1219011088
you have 3 times the needed number of faces for the round poles and even 2 to 3 times for the cannonballs.
If you set the faces to rounded instead of auto facet, you should be able to reduce them quite a bit.
You could even just use cubes for the cannon balls and use 2x subdivision subdivision. and probably end up with less polys and still keep a perfectly rounded ball. |
Post by TomG // Aug 19, 2008, 3:43pm
TomG
Total Posts: 3397
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Thanks for sharing the screengrabs and the results of checking the objects, this will prove useful for all of us too, always good to learn.
The cup on the catapault would be one of my first stops, along with the cannonballs. Either a quick poly reduction in workspace (not the one in Modeler! Avoid avoid!) or just replacing them with remodeled ones ought to do the trick.
The main wooden struts on the base of the catapault seem to have a lot of polys on it, and not sure from this screengrab why that is, looks like they could save quite a few polys there.
Those three areas (cup, cannonballs, struts) I think could give significant savings. Do please keep us updated, saving polys without losing the look you need is quite an art, so seeing this done on a real project will make for a useful thread!
Thanks!
Tom |
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