the tower next to this city gate wall is called the Samson tower.
It is one more roman tower. Here we are on the oldest and not ruined visible part of the city
it is the south-east part of the city. It is not obvious on this picture, but but there’s only one half of both citywalls done so far. I still have to model the second half and also the castle.
Here’s for giving you an idea a map of the done/todo: The done is in normal color and the todo in whiter color.
if you are curious and have a windows PC or an android device, you can go to my website ( unfortunately only in french for the moment ) http://kleioscope.fr/carcassonne.html
and download/install the alpha of the app for having a free walk into the part of the city that is visitable.
it really makes me glad you like it and gives me even more might to go ahead and faster
If you feel like it, go to my website and install the app on your android or win platform ( i don’t target to IOS nor mac OS yet. just tell me wether you’d need it ^^ ) and have a walk in the city
and feel free to gimme your feedback ! i’d be fond of it
indeed they can ! This shit is not due to U3D but due to me:
I will rework everything ( errr at least i’ll rework each item, tower and wall’s UVs ).
i prepared this in unity with a new shader and i’ll have so set the same nodes up in blender
so that the workflow keeps beeing smooth.
Why did i do this ?
because my walls are to clean. too uniform.
The city walls come with various stones from various epoch…
The virtual reality has to be as close to the reality as possible.
Therefore i started to set up a splatting system ( control texture and textures arrays ) for a
more realistic rendering.
In unity… it’s almost done. Now i gotta catch how to implement texture arrays ( and not textures atlas )
in blender… i guess i’ll spend some days on this
mebe you won’t hear from me for some days, as i’ll also have to create ( noting in relation ) some airports…
thanks to all those who follow this thread, and see you very soon with some better pics
and if you know things about textures arrays in blender, plz feel free to gimme advices on this here
regards
and happy blending !
EDIT: i promise i’ll make a BGE version of carcassonne… no way i give a date but… i will :))
it’s been some day since i posted !
and here am i back with some new thingies.
blender handles atlases, but unfortunately dont handles texture arrays.
I had to find some tricks and i’d say shader almost works fine for splatting textures
Tho it’s not yet finished, here’s a pic of the very first model i posted here that i reworked and rendered quickly:
i like your carcasonne very much. but as from the pictuers i’ve seen there’s some lack of depth in the materials.(maybe tesselation, or paralax shading)? aswell i’d recommend to work on lights on your scene!
Thanks ! i’m glad you like it
and yes definetely blender renders ( which are only 3D viewport render ) lack normal and heightmaps and also tesselation.
Also those renders are only done in ambient light. No light in the scene.
In fact, all the models are not intended ( at least for now ) for beeing rendered in blender, but in unity3D. In wich i integrate normalmaps, light with dynamic night/day lighting, etc…
Unfortunately i won’t ( yet ) setup a dynamic tesselation system as the final app is intended to run in realtime on low-end devices ( android, windows, linux, webgl, etc… ), and is very greedy in graphics power.
This is one of the reason why i currently rework all what is done so far, for adding splatmapping from textures atlas in blender and textures arrays in unity ( texture arrays are more efficient and less power-greedy ) for adding details in the wall at almost not 3D power cost ).
Hope this explains why my blender renders a this ‘pale’
ah i was talking about unity3d => i do highend stuff in unity, but does make sence if you’re targeting lowend hardware but i guess you could achieve with bether lightning / shadows a greate effect in depth
some sadness incoming.
blender things work like a charm !
Nodes are okay. Shaders in unity are perfect !
Bilinear interpolation between paint textures.
All works great !!! And all is fine !!!
8-D
nah !
Even if all the technique is okay, when compiled towards android ( from unity ) the app runs at half speed !
Holy Fu**ing shit !!!
All this for nothing !!!
I regress to the old shaders with atlases and UVs handled by hand…
kinda pissed off but… i still keep a good, efficient and not that bad rendering.
Keeping my 24 fps on a mid-end ( samsung J6 ) andro-phone…
Of course on a win PC things run faster but.
Beeing honest with myself i know most ppl will catch the app on their phone ^^
so…
Time wasted ? not totally. I always keep the work done, in a lil rar file…
I found another way of doing what i want.
Not as sexy/academic ( it’s a matter of decals ) but much more efficient
now i gonna go back to 3D modeling/texturing/AO-DIRTMAPPING just like i used to…