no doubt you are right ^^

I’m struggling with normalmaps an i cannot use heightmaps to normalmaps because of texture array that don’t handles unity generated normalmaps.

what kind of normalmap generator do you use ?

i use crazybump on mac, it’s kind of free dueto alpha version for ages now =>

and on Windows i use NormalMap Generator (Aswell for Linux)


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 !!!
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 ^^

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…

be prepared for new models :stuck_out_tongue:

i’m back !


Happy blending !

have you considered using lod’s and billboard like stuff for your models?

Of course :slight_smile:
for such a big place with so many details, LOD system is mandatory.
I’ll also use occlusion system for hiding unseen things according to cam position.

However, till then all my models are full-res. I’ll build the LODs in a second time just because i want to have the city completed as fast as possible :wink:

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Back to modeling, after this long time of try & redo for various texturing techniques…

Here’s the latest piece of architecture: The Notre-Dame barbicane:

It was ruined and in a very bad state when Viollet Le Duc rebuilt the city. This tower has been almost entirely rebuilt:

Hope you like it :slight_smile:

Happy blending !

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for eyes candy, here’s a night view of the city in unity3D:

still many things missing…
but… this view is close to what you see when approaching the city at night :slight_smile:
… some kind of magic… a virtual lip in the past.

hope you like it :slight_smile:
And remember you can have a free walk in the city when grabbing the app for your phone or PC-win :wink:

Happy Blending !


A wall of few interrest placed between the Notre-Dame barbicane and the Moreti tower.

Now it’s time to model the next tower: the Moreti tower.

Happy blending !

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New tower: the tower of Moreti.

There are very few info on this one :confused:
I just know after getting in the real place, that it’s a 3 level tower.
The topmost level is outside ( and was formerly under the roof ) . The level underneath wich is just a room with some archer windows, and the level under with is the same. Maybe there’s a dead-end floor much under… ? or maybe not :confused:

and here it is in unity3D’s context…

( android emulation wich means textures are of less resolution… )

Hope you like it :slight_smile:

Happy blending !

some few days later… and 2 towers later :wink:

Here’s the tower of the ice tank: ( a small render bug from Cycles, as often :stuck_out_tongue: )

( i suppose it was used to store ice in the old days ( which means it should have a deep pit dig in the rock underneath… but it’s nothing but supposition ) )

and the tower of the red door:

And of course all the walls inbetween that are of few interrest ^^

Here’s a view of all this in unity ( in android emulation ):

Hope you like it :slight_smile:

Happy blending !

would it be possible to get a copy of this project in unity? i’m wondering what i could do if i’d add some shaders for high end targeting

as is the project is quite huge :confused:
but i could send you a part of it so that you can play with it if you want :slight_smile:
The shaders i use are the standard shaders.

and i hope you can show your results here :wink:

today, another part of the city. A wall with it’s small watchtower:

hope you like it :slight_smile:

Happy blending !

some fireworks over the city at night :slight_smile:

hope you like it :smiley:

Happy blending !

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Some time since i posted…

indeed am not working anymore on the city itself, makin it grow…
and sorry for this ( as i love it ! )
am working on unity…
creating toons and a workflow with MH <----> blender <----> unity <—< editor scripts for toons and their behaviour in scene.

As usual, all this has to be ( at least for me ) as ‘fluid’ as possible.
I still have to spend some time on coding but am getting closer and closer to what i want.
it’s not hard work but it’s long and tough one:

far from fun… i want to share it anyway :slight_smile:
and also show that Carcassonne is currently receiving some mandatory life :slight_smile:

you all following this topic just discover things as they are NOW :stuck_out_tongue:

a mess x))

No doubt it will soon become a toon populated place with each toon behaving as it wants :wink:

hope you ('ll) like it :smiley:

EDIT: of course, a tough and ‘military’ use of blender allows this :stuck_out_tongue:

happy blending !

Some few news…

Am working on puddles, rain and rainmap…

more info and shots in a few days :slight_smile:

just… ah okay…
some puddles made in a shader, and as usual directed to realtime rendering on low-end devices…

efficient and not too bad looking puddles… all is done in a shader.
There’s no script at all.

An some ( heavy ) rain ( that has to be tweaked to look more realistic but still realtime and light for rendering… )

as you can all see, rain passes through meshes…
This is SH*T !!!

i gonna set up some ‘rain map’ that will allow rain to appear everywhere except under meshes above ground ( that is variable x)) lol )

some coding fun in sight :slight_smile:

hope you like it !

Happy blending !

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It’s a rainy day today :confused:

Let’s hide in a tower to stay dry ^^

Just as i wanted, now rain falls in open air and don’t fall in interiors :slight_smile:
And all this runs smoothly without any ray casting for collision. Therefore it’s much faster than particles rain :wink:

Just for fun, here’s the rain clipper map :slight_smile:

Here it is smaller… in U3D it’s a 2Kx2K map. As you can see, it’s also possible to hide from rain under tree leaves :wink:

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A small video showing the application as it is today :slight_smile:

voice is french… sorry :confused:
tell me if you’d like it translated :smiley:

happy watching !
and happy blending !

very nice! i’m not that good at french but i think i’ve got the main part :wink:

Hi all :slight_smile:

It’s been some time since i posted…
So here i am back with some important stuff for the project…

Even if this will be implemented when the first part of the project ( eg the full medieval city with towers and their interiors as it is nowadays ) is released, i launched a piece of script and shader programming for allowing the visitor to ‘time-warp’ the whole city, so that it can be visited some centuries ago…

Here’s a lil gif:

Here you can see the Barbicane Notre-Dame nowadays and then in 1850. Just before Eugène Viollet-Le-Duc started the rebuild of the whole city.

As is, you only see the Barbicane time-warped… but imagine you see the whole medieval city warping like this, tower after tower and wall after wall…

Of course, after the time-warp, the visitor can leave it’s time-warp-pod and visit the whole city freely as it looked like, in the past :slight_smile:

Hope you like it !

Happy blending !


at last, i just wanna show the latest built parts in blender:

The tower of Plô and a wall :slight_smile:

it’s a small part of architecture but contributes to the growth of the city :stuck_out_tongue:

hope you like it !

Happy blending !

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