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Cathedral: Week 3
Cathedral: Week 3
| Name: | Greg Findlay | ![]() |
|---|---|---|
| Date Posted: | Mar 07, 2006 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Greg Findlay |
Blog post
Another week has gone by on this project and unfortunately it wasn't the most productive one. I was hoping to be starting the nave (central hall) this week but it looks like I'll only have time to finish the transcept (entrance). Oh well... I knew I was going to have a few slower weeks but having one early is never a good thing. The good news is that almost all the pieces that I've remodelled with more detail have been unwrapped and are ready for texturing. I did a quick test to see what bump mapping could do for the detailing and the result were not bad. I'm thinking I might normal map the whole thing so the test isn't really what the end result is going to be like but it'll be pretty similar. Here is the progress:


Recent Blog Posts
| List: | 03/15/06 - Cathedral: Week 4 03/07/06 - Cathedral: Week 3 02/28/06 - Cathedral: Week 2 02/21/06 - Art project: Cathedral 11/17/05 - Plan for Greg Findlay 08/19/05 - Plan for Greg Findlay 03/18/05 - Plan for Greg Findlay 03/14/05 - Plan for Greg Findlay |
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Submit your own resources!| Treb Connell (formerlyMasterTreb (Mar 07, 2006 at 04:10 GMT) |
| Matt Vitelli (Mar 07, 2006 at 04:11 GMT) |
| Vashner (Mar 07, 2006 at 04:25 GMT) |
| nibbuls (Mar 07, 2006 at 04:40 GMT) |
| Lee-Orr Orbach (Mar 07, 2006 at 04:59 GMT) |
| Jeff Gran (Mar 07, 2006 at 06:53 GMT) |
| Greg Findlay (Mar 07, 2006 at 14:22 GMT) |
Tool of choice is Maya.
Edited on Mar 07, 2006 14:24 GMT
| Anders Linder-Noren (Mar 07, 2006 at 14:26 GMT) |
| Stephen Zepp (Mar 07, 2006 at 16:01 GMT) |
1) Torque culls dts objects off the screen if the centroid of the object isn't "on screen". What this means is that basically any time you aren't facing the center of your dts object as a whole, you'll probably see the whole thing dissapear. This can be disabled (don't have the info off the top of my head), and may actually have been done so in 1.4--I'm not sure!
2) While TGE 1.4 has now allowed unlimited collision hulls for dts objects (used to be limited to 8), be verycareful implementing them. My gut tells me that even as complex as this object is, rendering probably isn't going to be your performance hog, collision calculations will be. Instict will probably have you wanting each of those columns individually collide-able, etc., but that's going to lead you down a performance hog path right quick.
FYI, that cathedral looks damned impressive! I had a Torque community member do something very similar for some prototype art on my old project and his work was outstanding--but with your high poly counts (he was told to limit to less <2,500 I think), yours is absolutely beautiful!
| Matt Fairfax (Mar 07, 2006 at 21:08 GMT) |

Edited on Mar 07, 2006 21:08 GMT
| Greg Findlay (Mar 07, 2006 at 23:35 GMT) |
Something I was considering was creating a .dif collision surface and hide it just under the .dts. I haven't looked into it at all (and I think you'd know a lot more about this then I would), it could just be a waste of effort but I know collision detection is faster for .dif objects and with something with this much detail having a little bit more complex collision would be nice. Even with that though there are going to be a lot of areas that will end up having the invisible wall effect which is unfortunate. I also have the option of exporting objects individually. Most objects are divided up and could be repositoned in the game editor to line up properly. That would also mean I could just have an instance of each smaller piece that could be replicated through out the cathedral.
@ Matt
Hadn't seen that VRND project before... it looks cool. It's interesting to see how far things have come since that was released and to see all the ways things have changed for faking what you see.
Thanks for the comments everyone!
| Allyn "Mr_Bloodworth" Mcelrath (Mar 08, 2006 at 14:13 GMT) |
Looks wonderfull thoe, very impressive.
| Greg Findlay (Mar 08, 2006 at 23:05 GMT) |
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