Windikite Posted June 27, 2014 Share Posted June 27, 2014 Just looking for some feedback on the dungeon assets I'm working on making at the moment. The textures aren't finished or showing up at the moment but that should be finished later. I'm planning on releasing this as a dungeon mod and a modder's resource pack to make dungeons with. I am sick of seeing the same old dwemer and nordic dungeons in mods. Tell me what you think! http://oi58.tinypic.com/2hi9teg.jpg Link to comment Share on other sites More sharing options...
lostami Posted June 27, 2014 Share Posted June 27, 2014 As with all ingame objects the mesh is the start, the fine detailing comes with everything after, normals, textures etc.I have to say this is looking good for an ingame model, just remember to keep the polly count low to reduce load. Link to comment Share on other sites More sharing options...
Windikite Posted June 27, 2014 Author Share Posted June 27, 2014 As with all ingame objects the mesh is the start, the fine detailing comes with everything after, normals, textures etc.I have to say this is looking good for an ingame model, just remember to keep the polly count low to reduce load.Awesome, thanks for the kind words! I believe the poly count is low, I'm not having any performance hits near them so I suppose it's a good start. On a separate note would you happen to know what I can import nifs that have 2 model pieces into the creation kit? Keeps giving me crashes. Thanks anyway! Link to comment Share on other sites More sharing options...
lostami Posted June 28, 2014 Share Posted June 28, 2014 I did a bit of modeling in blending, but I never got as far as getting it in game.I don't have the slightest idea how to do any of the technical work involved in getting something ingame.Wish I could help, and I hope you get some from a person who is well versed in this topic, sorry. Link to comment Share on other sites More sharing options...
Percevan Posted June 28, 2014 Share Posted June 28, 2014 (edited) Hi, Yes, the polycount is low, don't worry about that. Being attentive to this is always a good practice, if only because it also helps keeping a clean topology when modeling, and obviously because it makes unwrapping uv easier and faster; but for the TESV engine modders tend to greatly and regularly overestimate the polycount impact on game performances (not saying there isn't at all). You could have 5 times as much polygons and not see a difference. Textures are the true bottleneck. Anyway. :smile: About your model, what you could easily do, is adjust the shading. Set up sharp edges here and there, in particular in the recesses of your model. Having all edges with "soft normals" give meshes it this "gummy", undefined look. In your case, you could even have some bevels on the outer corners, and probably should since architectural statics are usually big enough to warrant them - if you have some experience in Unwrapping UV that is, otherwise don't use too much of them at first. Here's an example inspired by your own work, that should better illustrate what I mean: http://i57.tinypic.com/21jtxe0.jpgThe topology and polycount doesn't change - except where I added bevels obviously. This is called "shading control" (3DSMax users being also familier with the term "setting up smoothing groups", different workflow/tools but same goal), and it's one of the most essential, easy, yet often overlooked part of the modeler job, imo. Hope this helps :smile: As for the export process, you could check the forums of DarkCreations / Beyond Skyrim, there are several tutorials covering this very aspect, from either Blender or 3DSmax as a starting point. And for specific questions, asking for modeling advice like you just did, there even is a sub-section "the atronach forge" dedicated to 3D modeling for Skyrim. Edited June 28, 2014 by Percevan Link to comment Share on other sites More sharing options...
Faelrin Posted June 28, 2014 Share Posted June 28, 2014 I think the model looks fine. I'm curious though. What's it going to be? It makes me think of castle walls and stuff. Link to comment Share on other sites More sharing options...
Windikite Posted June 28, 2014 Author Share Posted June 28, 2014 Hi, Yes, the polycount is low, don't worry about that. Being attentive to this is always a good practice, if only because it also helps keeping a clean topology when modeling, and obviously because it makes unwrapping uv easier and faster; but for the TESV engine modders tend to greatly and regularly overestimate the polycount impact on game performances (not saying there isn't at all). You could have 5 times as much polygons and not see a difference. Textures are the true bottleneck. Anyway. :smile: About your model, what you could easily do, is adjust the shading. Set up sharp edges here and there, in particular in the recesses of your model. Having all edges with "soft normals" give meshes it this "gummy", undefined look. In your case, you could even have some bevels on the outer corners, and probably should since architectural statics are usually big enough to warrant them - if you have some experience in Unwrapping UV that is, otherwise don't use too much of them at first. Here's an example inspired by your own work, that should better illustrate what I mean: http://i57.tinypic.com/21jtxe0.jpgThe topology and polycount doesn't change - except where I added bevels obviously. This is called "shading control" (3DSMax users being also familier with the term "setting up smoothing groups", different workflow/tools but same goal), and it's one of the most essential, easy, yet often overlooked part of the modeler job, imo. Hope this helps :smile: As for the export process, you could check the forums of DarkCreations / Beyond Skyrim, there are several tutorials covering this very aspect, from either Blender or 3DSmax as a starting point. And for specific questions, asking for modeling advice like you just did, there even is a sub-section "the atronach forge" dedicated to 3D modeling for Skyrim. This will be unimaginably useful, I have never seen any tutorial so far even acknowledge this as something taht exists. I assumed that once I textured I could somehow create more definition. You better believe I'll be doing this.I think the model looks fine. I'm curious though. What's it going to be? It makes me think of castle walls and stuff. Here is a picture of the reference I was using. Not sure how many people would recognize this. http://img3.wikia.nocookie.net/__cb20120907092003/runescape/images/9/96/God_wars_dungeon_frozen_door.png Link to comment Share on other sites More sharing options...
Faelrin Posted June 28, 2014 Share Posted June 28, 2014 Huh that looks pretty interesting. Well good luck to your project. Looks like you're off to a good start. Link to comment Share on other sites More sharing options...
Windikite Posted June 28, 2014 Author Share Posted June 28, 2014 Huh that looks pretty interesting. Well good luck to your project. Looks like you're off to a good start.Thanks! can you or anyone else see a difference in the smooth shading on my models now? I definitely could in 3ds max, I think I can here too. http://oi61.tinypic.com/2iln2fc.jpghttp://oi59.tinypic.com/2gv54x0.jpg Link to comment Share on other sites More sharing options...
Mattiewagg Posted June 28, 2014 Share Posted June 28, 2014 Huh that looks pretty interesting. Well good luck to your project. Looks like you're off to a good start.Thanks! can you or anyone else see a difference in the smooth shading on my models now? I definitely could in 3ds max, I think I can here too. http://oi61.tinypic.com/2iln2fc.jpghttp://oi59.tinypic.com/2gv54x0.jpg There's definitely some improvement over the original textures. They look better. Link to comment Share on other sites More sharing options...
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