Roman Fortresss

Hello there! I’m here to present some of my latest creations. For the past few weeks I’ve been trying to create a huge scene on Blender based on the game called “Imperivm III: great battles of Rome” which is basically a RTS from the 2000s where you have a military camp from the faction or civilization you want to play with and well… you create troops and destroy your enemy before they do same to you.

I decided to go with the roman camp, the entirety of it and I’ve made 3 buildings so far. It has been proved to be quite a challenging project and the biggest I’ve undertaken so far and I’m still concern about the workflow and approach itself. Recently I decided to redo the entire project again since I was not aware of the memory usage of the scene, which at a certain point was impossible for my Graphic card (RTX 2070) to render.

I, nonetheless, feel a little bit lost; specially when it comes to the roof tiles. I’ve tried different methods (3d, array, textures and particles) but I am not entirely happy with the results. It consumes quite a chunk of memory and I don’t get the degree of imperfection that I want to achieve. Just impossible, how do you guys deal with that?

Btw, I am open to questions and suggestions!

Here be some pictures!
So far:



Military headquarters:



What is that you look in terms of roof? Do you want it to look like in a game or like in real life?
In a game your tiles have strong horizontal shadow between rows. IRL it depends on the lightning angle.
The thing you probably missed is pic related. Top row is what looks like on your work. Bottom is how that particular roof tiles works.

Thx for the kind reply! What am I looking for? Realism, as much as possible, that means a little bit of imperfection, broken tiles, etc… However, I know that by the time this scene is finished roof tiles are going to be barely visible since it is just a small part of it; so I dont think I should be worrying to much about it. I don’t know.

I think I’ll try this new model as soon as I can and see how it goes.

Oh. I forgot about that tile shape! Anyway the concave part from distance look like flat one. I’m not an expert in miditerranian ancient architecture, so I’m not sure if it’s accurate. But from a distance it’s not looking convincing IMO.

The way I’d try to differentiate the tiles is to create set of different tiles, then create meta sets with it like 5 patches 5x5tiles each. Or you can randomise that too. Then join, biuld the whole roof with that modules.
Next - shrinkwrap and project the whole thing to lower resolution mesh.
You can try various steps in between to randomise the color end extract it via baking for shading. The wrapped mesh can be shaded easily with procedural approach which should break remaining repeating patterns of tiles. You can add AO or pointiness in shader to boost the depth of the tiles.

all this is nice work :smiley:

I love Roman and more generally antique & medieval architecture.

Thanks for this work !

Happy blending :slight_smile:

EDIT: long time ago i made slate tiles roofing introducing imperfections…
I made a timelapse for this. you can get the result there: Carcassonne texture and material works

and here’s the vid:

Hope this can help :slight_smile:

happy blending !

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thx for your interest! much appreciated.

And thx as well for the linka and reference, I will take a look at your work and see if there is something useful for mine!

happy blending :smiley:

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