Posted: Fri Jul 12, 2013 9:01 am Post subject:
Reichstag (wip)
Subject description: D-day's next big thing (again!)
Once more into the breach I go to hunt my white whale, the Reichstag!
As some of you may already know, I made the Reichstag for D-day some time ago. It was the first "big" building I made for D-day, I spent over a year making it pixel by pixel in Photoshop.
I've never really been happy with it tho, it's full of inaccuracies, missing details & disproportional parts. So I'm having another go at tackling this monster of a building, but instead of Photoshop this time my weapon of choice is 3DS Max.
Now after three weeks of nothing but 3DS I've finished the ground floor, complete with an very unnecessary level of detailing for a RA2 building.
I was going to start adding lights, furniture, paintings on the walls, etc. But then I came back to my senses & thought I should head up to the next floor, which I'll post here in... I guess a few weeks >.> _________________
That's indeed very detailed. Impressive work.
But I don't think you have to make the next floor that detailed too. After all you only see the outer walls of the building. (Or do you plan to make an interior theater using this already as cliffs and map layout? )
btw, this high detailed floor would be awesome as damage/rubble frame (with a few texture and damage modifications). So you see the foundation walls and rubble of the inner layout. _________________ SHP Artist of Twisted Insurrection: Nod buildings
That's indeed very detailed. Impressive work.
But I don't think you have to make the next floor that detailed too. After all you only see the outer walls of the building.
To be perfectly honest, I would have loved to create the whole interior of the Warsaw Palace, but having never been, or able to find such blueprints, I couldn't.
Glad you're redoing this, and good luck, these large buildings are quite tough to do, but you know this already.
Looking great so far, I love the hand drawn one, but it's too bad it didn't match.
Most likely alphas, just by the way they overlap the building. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Jul 12, 2013 11:37 am Post subject:
It does use custom foundation.
In fact, D-Day is the most prominent user of that feature. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
The original version is nine different buildings put together (you can see the joints in some places), Ares hadn't been released when I started it so it was the only way. The new one will use a custom foundation tho. _________________
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Jul 12, 2013 11:47 am Post subject:
Ah, I see. Knew the White House and another one did... expected this as well. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Is it possible to make a specific rubble piece impassable? Might (if technically possible) be a cool alternative to instantly removing the building from the map. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Jul 12, 2013 12:52 pm Post subject:
Rubble.Destroyed. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
But I don't think you have to make the next floor that detailed too. After all you only see the outer walls of the building.
Not necessarily, as the damaged frame could display some parts of the interior (through blown-off rooftop or walls).
I want to feature these famous landmarks in Tiberium-ravaged, afterboom city zones, with visceroids roaming down the hallways
Would it be possible to see some Welthaupstadt buildings in an alternate history Berlin where the Nazis won/are close to winning the war? Mainly the Volkshalle, 'cause that shit's enormous. _________________
That thing was the kind of crazy only nazis and soviets dreamed of. It makes me want to see the Palace of the Soviets, if D-Day is going alternate history (and Mig is a crazy man; which was already close to confirmed if this floor is anything to judge by ). QUICK_EDIT
A crazy idea. Damage that ground floor model, and make the first floor model in damaged state too. And of course the finished model for the last part. (Could add in another model in destroyed state too if you like ) Use Rubble.Destroyed as Graion mentioned on the undamaged model, first floor model, and ground floor model. Then, use Rubble.Intact to get them back together. _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Jul 12, 2013 8:18 pm Post subject:
GODDAMN IT... that's a great idea. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
And which foundation had each building? About 4x4?
It uses 5x3 & 3x5 buildings.
Quote:
Did you unwrap the whole thing (so far) for textures?
Yep, this is the first time I've really unwrapped a model too. It took me a week just to do that tho >.>
Quote:
200x200 map -> 1 building -> map full -> Mig Eater happy
So true
Quote:
that's a great idea.
Yep sounds like a plan, I wonder if you can use destroy anims with the rubble system? Then you can show the floor above collapsing onto the one below etc. _________________
The problem with destroy anims were that they caused reconnection errors if I remember correctly. It's also possible they didn't remap appropriately. QUICK_EDIT
Next is the center section, the back of which is quite complex with multiple archways crisscrossing each other & none of it will be visible ingame _________________
I'm getting pissed off, 3DS Max keeps crashing &/or corrupting the file, I've spent the last two days doing the same part of the model over & over & over & over & over... again >.> _________________
you do have the back up set? I have it set for backup every 2 min and 15 files backup. I know one of my buildings is 274,574 polys and can be temperamental it slows down and acts like its gonna crash. I just wait for it to catch up.
What you can do is work a section separate then once you get parts starting to take shape and you want to check the progress....merge them into once file while maintaining all pieces separate in case of any problems _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
you do have the back up set? I have it set for backup every 2 min and 15 files backup. I know one of my buildings is 274,574 polys and can be temperamental it slows down and acts like its gonna crash. I just wait for it to catch up.
What you can do is work a section separate then once you get parts starting to take shape and you want to check the progress....merge them into once file while maintaining all pieces separate in case of any problems
Auto Backup is a known cause of crashes.
Mig you could try switching to OpenGL, i personally still use DX9 with autoback off because OGL is noticably slower for me and now it only crashes when it rans out of RAM, but Gangster said that switching to OGL fixed the crashes for him _________________ Tiberian Dawn, Red Alert, Tiberian Sun ,Red Alert 2,Renegade, Command & Conquer 3,Tiberium and Tiberium Wars and Westwood related image & video archive
https://picasaweb.google.com/113361105083292812413?noredirect=1
Skype live:tomsons26
Don't forget to state who are you otherwise i'll ignore the invite QUICK_EDIT
or put the model into separate files. e.g. the finish lower section could move into its own file and then you only xref this into your current scene, so you can see it as a reference to match the upper parts to it, but you can't edit it.
This way you're safe that the whole model would get corrupt and xrefs usually also take less RAM afaik. _________________ SHP Artist of Twisted Insurrection: Nod buildings
^ What LKO said. The file is most likely corrupt either in the way a poly is being rendered, or some other thing, splitting it to a new file usually fixes it. I have this happen to me every so often as well in Max '09, not so much in 13. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Crashes generally happen when I'm changing between vertex, edges, polygon tools without any warning & for no obvious reasons. It saves a recover file which then crashes again after loading or the model is fecked up.
I tried saving the file on a different drive & saving every 10min, which worked fine for nearly a whole day but it eventually crashed... so I loaded my last manual save which was corrupted! I now I have to go back to the old save on the original drive which is a few days old.
I'll try out some of the suggestions & see if I can make any more progress.
BTW, the model is only 24.000 polys atm, I've been trying to keep it as low as I can. _________________
@ Mig :I know I have had issues with problems similar to the edge/vert/poly deal, but it has never crashed, but it has locked up. I am able to save off my work and re open it.
@ tomsons26lv: Never had a problem with that, but then again there is always a first
Sometimes when I make a model that I break it up into pieces this way if it does turn out to be a high poly it wont slow me down. Even tough I too have 16 gig ram. I might have 20 sep files, but it works for me
I am not too worried about how many polys it will have. I try to make a building detailed as I can. I make the windows full; ledges, panes of glass and frames, same with the doors. I dont care about poly count as far as the building goes. you can take a low poly building and give it a high detail skin that gives the object .
Anyway getting back on point.....have you tried installing Max on another computer and see whats what. I have it on 3 different computers in my house. _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
That is only 24,000 polys as it is? That's a pretty nice job of optimizing, too bad it's as glitchy as it is.
As I said, it's corrupt, and splitting the objects into another file should fix it.
I'm pretty sure most of us that 3D model nowadays are running a similar system configuration, and I have to really doubt anything under 400k polys will slow you down (at least with 16GB of RAM and at least a 1GB x512 GPU){also 8 cores really makes MentalRay renders quick! *gloat*} _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
I managed to fix the crashing, there were a few bad vertices in one of the sections, I deleted them & remodeled the effected part. So with that sorted I've made some more progress.
A most of the detailing that I've added isn't visible tho! So here are a a few closeups of the back of the building & the inner courtyard.
Next is the internal walls & floors... _________________
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum