Carcassonne

texturing
commercial
architecture
characters
modeling

(pitibonom) #1

Hey guys !!!

am back there :))
i used to model historical architectural thingies… just like Knightsbury i worked on with Manorial.
I model and texture all with Blender and make scenes immersive with Unity3D.
( i don’t like blender GE wich is tooooo slow and not user friendly enough )
the aim of this project is to allow ppl visit the medieval city in first person view
( therefore in realtime ) and make it accessible on the web.

This is the first post of a long adventure and mebe collab for all thos who would wish to join.

I’ll post shots of blender/Unity3d as soon as i can

regards to all !

EDIT at the 02-16-2019: -> discussion comprehension explainations.
This topic was formrly posted in BGE- wip and demo. It appeared to be in the wrong forum, reason of the various discussions and disagreements. Now this topic is in WIP. I sincerely hope it is the right forum, and that all is now okay for everyone :slight_smile:
Regards to all those following me and to the moderation team of this forum !!! :slight_smile:

and… Happy Blending !!! :smiley:


(pitibonom) #2

2D works for texturing and ‘materialling’ the main model: Carcassonne texture and material works


(pitibonom) #3

Reserved again :stuck_out_tongue:


(Goh) #4

Hey, there. I’ve followed your and Manorial’s old Knightsbury project and it was nice to see it come to life. If you’re searching for some low poly modeller I’d like to offer my humble services because I’ve always been interested in such projects. I can send you some work samples and answer any questions you may have via pm, fb, discord or any other means so I don’t spam here. Take care.


(pitibonom) #5

Hello Goh :slight_smile:

it’s a very nice offer !!! i thank you very much !!!
Yes for sure that in such a huge project any help will be precious :wink:

it’s too bad that i lost contact with Manorial. mebe one day he’ll be back there ?
would be great.

oh sure you could PM me som of your work :smiley:
are you a professionnal or an hobbyist ? what do you like/know to do in 3D ?
what will be needed is

  • nodes and procedural material knowledge
  • realistic and seamless texture baking from material
  • multiLOD modeling ( and normal baking on very high poly models )
  • verification/rework/enhancement of other ppl work
  • intelligent unwrapping for both AO baking and material mapping
  • modeling from scrach of numerous and various things like furniture, vehicles,
    architecture, broken things, piles of crap, vegetation etc…
  • character/animals modeling/rigging/animating with makehuman/rigify
  • skybox creation/baking
  • blender GE integration
  • and many more things x))

for now i collect a huge amount of data about the city of Carcassonne and i work on
some low level tools and way of doing things like splatmapping.

I’ll soon post a tiny ( tho it was somewhat long and difficult to achieve as i learn
things everyday and often redo the job when not satified of the result ) work i did
for modeling dirty/mossy slate tiles i baked to seamless textures. result is interresting
but any reworks/enhancements/ideas/tryouts will be appreciated and shared over here
:slight_smile:

also for the moment i’m renovating my old projects on my old website kleioscope.fr
so that ppl can access and see them and can visit virtual historic places in first person view. This rework will take time but is necessary for me to relearn unity3D wich will be
one of the integration platform for the final Carcassonne project.

i’ll be back soon :wink:

regards and take care


Carcassonne texture and material works
(pitibonom) #6

as promised, here are some posts of the WIP on carcassonne city…

first of all here’s a 'global view of the medieval city as it is nowadays:

okay… next step is… to make this a nice 3D scene !!!

still WIP… here are some screens :slight_smile:
this is the ‘barbacane Saint-Louis’. Some things have to be reworked but most of things
are here :slight_smile:

next is a ‘little’ tower called ‘tower of Berard’.


seen from behind ( sorry for the culling mess-up :confused: )

and at last ( for the moment ) but not least, the citygate called ‘porte Narbonnaise’
seen from front and from back…
sorry non have it’s dirtmap yet :confused:

hope you like it :slight_smile:
i didn’t show the few citywall parts i also made…

finally, here is what it looks like in unity3D…

this runs a 130fps for now… no doubt the donkey will be soon loaded :stuck_out_tongue:

happy blending !!!


(Uniday Studio) #7

Why not use UPBGE instead of Unity?


(wkk.py) #8

Please no engine wars on this thread @UnidayStudio (and @BluePrintRandom)…


(Uniday Studio) #9

I’m sorry, this wasn’t my objective. I’d not seen the message before.


(pitibonom) #10

a new tower: La Peyre tower.


(pitibonom) #11

Starting the model of a new big piece of architecture: the Vade tower :slight_smile:

AO is too strong but i like it that way to enhance some details :stuck_out_tongue:


(pitibonom) #12

back there for few minutes…

Carcassonne gets bigger and bigger !!!

after some long time programming math shit and grabbing relief that had to be interpolated for a realistic terrain…

after some shader work on blender/unity3D for splatting multiple textures on a mesh…

after mesh editing/unwrapping/baking…

i made mayself a lil pleasure :))

realtime night lighting of the city ( at least what i made in 3D… )

here’s a lil shot : hope you like it !

very soon ( in the coming weeks ), i’ll install a page on my website allowing you all to evolve freely in this awesome place in realtime, from the work i did…

i sincerely hope your opinions when it’s up :stuck_out_tongue:

regards.


(pitibonom) #13

another lil wall…
It is located between the towers N°19 and 44.

it’s not that big… it’s almost aslong as high but have some arcs…
hope you like it^^

and a quick basi rendering :slight_smile:


(pitibonom) #14

Another part of the inner wall of the medieval city of Carcassonne:
placed between the ‘Porte Narbonnaise’ and the ‘tour du Treseau’, it is a nice piece of defence integrated in
city walls, including wells and small rooms in wich the defenders threw arrows on attackers :slight_smile:

On the map, this wall is located between tower 20 and tower 21.

here’s what it looks like in a simple blender render:


and what it looks like in Unity3D scene, in wich u can evolve freely in realtime :


hope you like it :slight_smile:

Happy blending !


(Fred/K.S) #15

This game uses @Daedalus_MDW game 3 template right?

Fred/K.S


(Daedalus_MDW) #16

no, this is unity i think. you can tell by the gimbal, and i think he mentioned it a few posts back.


(pitibonom) #17

I don’t know what daedalus is :wink:
but yes it’s unity3D that i use a a realtime render engine.

I should seriously reconsider BGE wich is now based on an amazing thingie…
EVE, EEvEE, YvY… don’t remember… but it really looks amazing !

The bad part on BGE is python ( IMHO ) is when you need some computations : it is far too slow for realtime,
compared to compiled C# or C++ libs…
but…
things become better :stuck_out_tongue_winking_eye:


(pitibonom) #18

25 hours of modeling later, with map matching and blueprint correlating ( from Eugene Viollet-Le-Duc’s drawings )…

here’s one of the 3 biggest pieces of architecture in the Carcassonne’s medieval city walls :
The ‘tour du tresau’…

wich name could be translated a ‘treesuw tawer’…

note the clover sculpting over some windows that look ugly as is but that will look amazing in unity
in realtime, after dirt and AO baking in Blender :wink:

It is a massive, high and strong tower. One of the strongest in the city.
Now it hardly needs some texturing :wink:

hope you like it !!! :slight_smile:

happy blending !


(pitibonom) #19

The treseau tower is just…beautifull !!!

at least as musch as it can be in a realtime rendering…
Am quite satisfied on how it looks like:

nicely integrated in the 3D env…
( i can’t wait to create the inside for makin it visitable !!! )

okay… next is a lil tower at the south-western side of the ‘porte Narbonnaise’:
the ‘Saint Sernin tower’…
wich was the chorus of an old church ( very old ) built in a roman architecture…

and… shit !
i got some thingies going wrong !!!
base rendering fux up and some polys appear wrongly shaded !!!

here -----> Some kind of bug ? or am stoopid ! ( mebe i am :P )

i won’t go further till i don’t get what is goin wrong here… :open_mouth:

any help is just… some bliss :stuck_out_tongue:


(pitibonom) #20

yes it is a bug…

not sure of what it is but it sounds like ray tracing problem of objects located too far from their origin…
I found a workaround… and rendered my AO and dirtmap :))

here’s what it looks like in unity3D :slight_smile:

happy blending !