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Ga-Knomboe Boy  |
Trainee | Member since: 05.11.2007, 17:24 | Posts: 147 | Location: Perth, Western Australia. |
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Post Topic: Custom City Buildings Posted 22.12.2010, 17:46 |
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Leadfoot[YT]  |
Trained Modder | Member since: 25.11.2008, 02:02 | Posts: 271 |
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Post Topic: Posted 22.12.2010, 17:50 |
Very nice work!  These would improve some of my city school projects immensely (plus make for great alley-running maps)! -Leadfoot
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Geo Piskas  |
Uber Modder | Member since: 15.02.2008, 14:13 | Posts: 2734 | Location: Greece |
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Post Topic: Posted 22.12.2010, 17:59 |
Great! You should make a library with city architecture and release it to crymod community!
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Ga-Knomboe Boy  |
Trainee | Member since: 05.11.2007, 17:24 | Posts: 147 | Location: Perth, Western Australia. |
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Post Topic: Posted 22.12.2010, 18:24 |
Crymod is pretty much the only place I will be releasing these buildings directly. I have many more buildings I've modelled, textured and already have set up in crysis but they are actual on going architecture projects. Sometime after I've released these city buildings I might release a pack of Modern Australian Residential buildings. However, this depends on a whole bunch of legal issues with my architecture firm. I'm somewhat sure for the buildings that I personally designed and have creative control over that I can decide what to do with the designs as long as they aren't used for commercial purposes and or by anyone / anything that pretends to be a real organisation.
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Ga-Knomboe Boy  |
Trainee | Member since: 05.11.2007, 17:24 | Posts: 147 | Location: Perth, Western Australia. |
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Post Topic: Posted 24.12.2010, 14:19 |
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Mr.Trouble  |
Trained Modder | Member since: 01.02.2009, 00:48 | Posts: 325 | Location: Poland, Cracow |
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Post Topic: Posted 24.12.2010, 14:44 |
oh... wow, that is awesome!
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Ga-Knomboe Boy  |
Trainee | Member since: 05.11.2007, 17:24 | Posts: 147 | Location: Perth, Western Australia. |
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Post Topic: Posted 16.01.2011, 06:41 |
Heya, I've got 50+ custom buildings complete. If I have enough time I'll upload them today. Here is a picture of some of the latest. One thing to note is because there are literally so many different custom buildings in this pack, if your playing with Direct x 9, then you will get pretty massive polygon counts. I'm using xp at the moment because my main computer is getting fixed, but the city would run almost twice the frame rate with Direct x 10. The city in this picture is about 500 by 500 m. Now that might not sound like much, but there are about 100 buildings, 80 or so which are different (and about 50+ of them designed by me). You can think of it like this, the map has about 4 times the number of different buildings compared to pinecity, but takes up less space as the buildings are scaled realistically so there is a gradual increase in size and scope. Really, you could make a 2 x 2 km map of these buildings without it getting too repetitive, its just you would need a kicking ass computer. 
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Batman1337  |
Trained Modder | Member since: 13.09.2010, 23:56 | Posts: 216 |
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Post Topic: Posted 16.01.2011, 06:46 |
Buildings looks nice but sooo high poly, my one big city with over 150-200 buildings have only 1,1 mln tris you sure you optimized them as much as it's possible?
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Ga-Knomboe Boy  |
Trainee | Member since: 05.11.2007, 17:24 | Posts: 147 | Location: Perth, Western Australia. |
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Post Topic: Posted 16.01.2011, 08:32 |
Yeah, because the windows are 3d they seem to be killing the polygon count. I'll see how low I can reduce the detail for them.
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Batman1337  |
Trained Modder | Member since: 13.09.2010, 23:56 | Posts: 216 |
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Post Topic: Posted 16.01.2011, 10:42 |
Well i'm having 3D windows too, i think you're doing the same mistake i was making, hmm it'll be kinda hard for me to explain you how to optimize it and it'll make you make your buildings faster  @edit btw - what 3d program are you using? also have you made occlusion for those buildings?
Last edited by Batman1337 on 16.01.2011, 13:26, edited 1 time in total.
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Ga-Knomboe Boy  |
Trainee | Member since: 05.11.2007, 17:24 | Posts: 147 | Location: Perth, Western Australia. |
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Post Topic: Posted 16.01.2011, 14:04 |
I'm using Autocad 2011, Archicad 14, AC2E script and 3ds Max 9. I was figuring to reduce the polycount, I might take elevations from Crysis of the windows for each building, and turn those screenshots into textures of the windows. That way I can reduce the poly count from 7000 for each building down to about 500.
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D_wolf  |
Uber Modder | Member since: 06.01.2009, 20:32 | Posts: 1892 | Location: Portugal |
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Post Topic: Posted 16.01.2011, 14:37 |
hmmm looking great
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Batman1337  |
Trained Modder | Member since: 13.09.2010, 23:56 | Posts: 216 |
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Post Topic: Posted 16.01.2011, 14:55 |
Well i'm not so good in english so i'll better show you how to optimize on screenshots  Hope it'll help you a little bit
Last edited by Batman1337 on 16.01.2011, 15:16, edited 4 times in total.
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Ga-Knomboe Boy  |
Trainee | Member since: 05.11.2007, 17:24 | Posts: 147 | Location: Perth, Western Australia. |
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Post Topic: Posted 16.01.2011, 16:39 |
Couldn't really understand those images. To me they look like completely different models with the same number of tris.
I'm optimising the models by replacing the windows with images of windows, of the 3d windows that were in their place before. The result is pretty convincing and has so far allowed me to cut the polygon count to about an eighth for an individual model (800 tris down from 7000). However, I've only done a couple buildings so far so it will take a while.
Last edited by Ga-Knomboe Boy on 16.01.2011, 16:40, edited 1 time in total.
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Batman1337  |
Trained Modder | Member since: 13.09.2010, 23:56 | Posts: 216 |
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Post Topic: Posted 16.01.2011, 16:55 |
They are pretty much same models only difference is that the second one is bigger and have thiner windows. They're just built in other ways one is built in high poly way and second in low poly way
Last edited by Batman1337 on 16.01.2011, 16:56, edited 1 time in total.
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