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Old 07-09-2008, 08:53 AM   #16
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Ok, newly modeled from scratch, so I could have proper edge loops... I think. It seems to have a LOT more polys than my last model which had 2500 with the windows. This one has over 3000 without... but that many polys still shouldn't be a strain to a decent system, right? Anyway... I haven't roughened up the edges at all yet, but here it is. With a few director approved alterations.
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Old 07-09-2008, 08:54 AM   #17
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And wireframe over shaded.
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Old 07-09-2008, 09:33 AM   #18
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UV mapping... any suggestions about how to go about it? Is there a tried and true method to mapping buildings, etc? Thanks.
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Old 07-09-2008, 11:04 AM   #19
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With regards to the UV's ..you have a lot of flat faces so Planar projection mapping is the way to go and move and sew the sides together to create your map.
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Old 07-09-2008, 07:35 PM   #20
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Makes sense. What about topology. Have I totally failed? It seems so erratic to me, but it was the only way I could find that would keep my edge loops rolling.
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Old 07-09-2008, 10:12 PM   #21
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did you bevel the edges?
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Old 08-09-2008, 02:47 AM   #22
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Not yet. I want to make sure the model itself makes sense before I start to add the details needed.
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Old 08-09-2008, 06:27 AM   #23
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My question to you is, are you working under a polygon count limit? If not then you should not worry too much about your polycount. By the way, your polycount for that current scene is actually 6653 (tris), if you triangulate your mesh both faces and tris numbers will match up.
Your computer should be able to handle it. My highest poly count was 170,000 (tris) and I had no slow down. I have 1 gig of ram.

About the topology...well, it's ok. but what concern me are the extra edges around the side buildings and the middle building. Many of these edges are, in my opinion, useless and do not help the shape of the object.
If you delete these edges it will decrease your polycount.
When you are creating the windows, then you insert the edges to create the window.
It's good to have an efficient model.

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Old 08-09-2008, 06:41 AM   #24
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Here is an idea, If you don't want to delete all the edges you can use them to your advantage. If you look at your castle reference images you will realize that most old castle walls are not perfectly straight.
Try moving some vertices in slightly to show a bit of irregularity in the building. It is not necessary, but it adds some believability.
Hope it helps.

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Old 08-09-2008, 06:51 AM   #25
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First, thanks for the tris tip. That makes sense.

2nd: in deleting those extra loops I'll have to be careful that edge loops can still be added properly.

3rd: I don't have a poly count limit to worry about except for my hardware, which according to your specs should be more than adequate...

Athlon 64 X2 @ 2 GHz
3 Gb RAM
Quadro FX 1700 (softmoded GeForce )

I'll save as, and then delete those faces you're talking about, see if my loops still hold, and then I'll add windows, and then add the deformation details normal for a castle.
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Old 08-09-2008, 06:52 AM   #26
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@ rocky: That was actually my plan for the new model. I just want to get its main shape and topology before the detail. Thanks.
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Old 08-09-2008, 07:01 AM   #27
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I am glad to help
Good luck.
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Old 08-09-2008, 11:18 AM   #28
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That polycount is nothing... Maya with a modern computer can handle several hundreds of thosand polygons just fine.
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Old 08-09-2008, 02:47 PM   #29
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Deleting the faces doesn't help, it hurts. Check out the image attached. And edge loops can't be added to this one. Going back to keeping those "extra" edges unless someone's got another idea.
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Old 09-09-2008, 12:29 PM   #30
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Ok, all... here it is. Newly modeled. I have not set up UVs yet, and the color of the lights in the arrow loops are off. Furthermore, and this is quite disturbing... I can't figure out how to get it to do smooth shading across polygons... as in, you make a sphere and it looks round even though it is made of 20x20 polys, since the shading smooths over anything facing you. You can all see what I mean on the deformation points of the castle.
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