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3 Dimensional Chat / metropolis showreel wip

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indi
23
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 11th Jul 2006 08:42 Edited at: 11th Jul 2006 08:44
Im building a metropolis model for use in my cgi showreel.
It will be a section of a very large city scape used in a rendered fly around for use in my showreel.
I am only at the modeling stage so far and there is a lot more to do before i embark on my largest
uv wrapping nightmare to date.

The sample shown shows smoothing and non smoothing as the same model can be used twice,
one for contemporary cities and futuristic cities.

this is all left handed ugg, i have to have pins and screws in my right hand in the next few days as the bone didnt fuse properly, fun fun fun.

http://forum.thegamecreators.com/xt/xt_apollo_pic.php?i=937014

Earl Walker
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Location: Where I currently am
Posted: 11th Jul 2006 13:17 Edited at: 11th Jul 2006 13:18
Simple, very simple. Looking good, once textured can be used for any zoomed out skyline render and the like. Good luck with your reel. I gotta start thinking about making one of those later in the year after exams. I like the effect of making the sci fi city with the smoothing.

Glog
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Joined: 1st Jun 2004
Location: between compiling and debugging process
Posted: 11th Jul 2006 13:53
the problem you might have is to texture this in a convincient way , and to detail architecture . this shall be a great background element , or a rough for a more precise model

as a fan of tezuka's metropolis , i love this anyway keep it up men

A program is sensed to be a conventional mean to give orders to a computer and not being obscure,weird,and full of traps ,that is closer to magic stuff (Dave Small).
RUCCUS
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Joined: 11th Dec 2004
Location: Canada
Posted: 11th Jul 2006 17:32 Edited at: 11th Jul 2006 17:40
Im not trying to hijack the thread, the models look very easy to implement into different timelines and you have the right scales down, just thought Id show the city Im working on;

http://s3.photobucket.com/albums/y84/RUCCUS/

(Its gotten bigger since then). If you'd like I could model a few specialty buildings for you (like the tower in that pic), just to add some flavour to all of the rectangular and triangular buildings you've got so far. Then again Im no pro modeller by any means so the buildings above might not be your style. In either case if you want the pic' down just ask.

I just noticed your building objects dont appear to be seperate objects, I've found having each object seperate makes the mapping much easier, then when you're ready to export you export the entire map and the UV maps are combined with all of the objects in one large model.

- RUC'

Calevra
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Joined: 9th Mar 2004
Location: Netherlands
Posted: 11th Jul 2006 18:01 Edited at: 11th Jul 2006 18:10
It looks nice indi.
You have a lot of poly's wich should not be there, like the rooftops, some of the rooftops are made of 4 squares, thats 8 tri's right. You could reduce that to 2 tri's( a single square).
Oh btw, i like the unsmoothed version better. Keep up the good work.

Survival Horror Creator
dark coder
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Location: Japan
Posted: 11th Jul 2006 18:22
since this isnt for realtime, you could just model most of the details on then just cube map the whole thing, and just add seamless textures to various faces untill it looks good, cause if your planning to use pics from google earth and such the lighting would probably look strange and may take you ages to align everything, and not to mention youd need to find pics of the sides of all the buildings.

Hallowed are the ori.
Seppuku Arts
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Location: Cambridgeshire, England
Posted: 11th Jul 2006 21:29
Nice one! tis a bit smoothed edged though, I would keept to the non subdivided stuff, quality Hexagon-ing there

Pincho Paxton
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Posted: 12th Jul 2006 00:16
It looks Difficult to UV map. What is the tube for?

Megaton Cat
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Location: Toronto, Canada
Posted: 12th Jul 2006 19:37
Pretty simple and does the job.

I would add abit more individual detail to the buildings.


New Catfolio.net coming soon!
CuCuMBeR
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Joined: 11th Jan 2003
Location: Turkey
Posted: 12th Jul 2006 21:13
if you were to use blender, i remember i had a city maker python script somewhere, it prepares the uw map and lets you build a nice city.
i think you can find it in blender forums, but if you cant ill try to find and post it if you want.
indi
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 13th Jul 2006 02:44
cheers guys, the map isnt completed at modeling stage, hence the many areas that still have areas to deign.
the tubes are for monorails not completed as well.
uv mapping is going to be easier then first thought but thats ages away yet.
i had my screws and pin inserted yesterday so im ages away from recovery to work on it anymore.

weee! the morpheine is wearing off ugg

BiggAdd
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Posted: 13th Jul 2006 22:02
Looking good so far... Must have taken a while!

Shadow Coderer
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Location: UK
Posted: 15th Jul 2006 23:43
ye- u obviously spent ages workiing on it. no buldings hav smoothed edges though- i would remove the subdivision on 95% of those buildings

"Holy Zombie Jesus"
RUCCUS
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Joined: 11th Dec 2004
Location: Canada
Posted: 17th Jul 2006 05:56
ye totally lyke he jus sed da sm00thed verzun is 4 a futuristic map omgwtfbbq.


Projects: Online CTF Game | Newcommer's Guide to FPS's
Seppuku Arts
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Location: Cambridgeshire, England
Posted: 17th Jul 2006 21:36
Quote: "bbq."


I couldn't possibly have another bbq, but thanks for the offer...

But they are set in the future, I thought maybe sub-ds could be removed, but lets see what he makes of the texture, if the style he goes for suits how he has done it, then smoothing is necessary

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