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General => Image Sharing => Topic started by: gregsandor on July 26, 2008, 04:32:02 AM

Title: Williamsburg, Virginia WIP
Post by: gregsandor on July 26, 2008, 04:32:02 AM
Here's a shot of the Bruton Parish Church at Williamsburg.

Setting up shaders now -- just got the brick sidewalk to match the building.  Now on to wood siding and fixing those 5-sided polys in the steeple.

The polys are fixed; products of bevelling -- they put triangles at the window corners in the steeple.

Now for the roof.

At some point this morning I have to rebuild the churchyard wall.  It was a thing of beauty, but I overwrote it after deleting the archive version... 
Title: Re: Williamsburg, Virginia WIP
Post by: neuspadrin on July 26, 2008, 08:14:00 AM
looks good (having seen it many times in real life)...

though i dont see why youd ever want to model williamsburg... maybe it just cause i grew up n live there, and so school trips always consisted of

(every year of elementary school)
Teacher: "hey kids we are going on a field trip!"
Kids: "YAYYY"
Teacher: "To colonial williamsburg!!!"
Kids: "....."

course there was like the one time we got to go to jamestown, and the other time we went to yorktown... but they wern't much better...

plus growing up in a tourist town ive grown to dislike them, and so going places with all the tourists annoys me.. as its near impossible to find parking in williamsburg unless you pay during the summer, its always crowded, and people around there don't know how to drive.

so maybe my personal opinion of williamsburg is a bit skewed ;)
Title: Re: Williamsburg, Virginia WIP
Post by: rcallicotte on July 26, 2008, 03:02:21 PM
I like this perspective.  Reminds me of an old movie...need a few more buildings, though.   :D
Title: Re: Williamsburg, Virginia WIP
Post by: neuspadrin on July 26, 2008, 03:50:05 PM
once he adds the wall in it will look more correct.  theres a personish high wall that goes next to it and the path.  curved on the top kinda wall thing....  theres not too many buildings up close near it, but there are a few in the distance...

to give idea of wall to others: http://farm4.static.flickr.com/3166/2612471732_009e347606.jpg?v=0
Title: Re: Williamsburg, Virginia WIP
Post by: Mr_Lamppost on July 26, 2008, 08:44:09 PM
Looks good so far.

Quote from: neuspadrin on July 26, 2008, 08:14:00 AM
looks good (having seen it many times in real life)...

though i dont see why youd ever want to model williamsburg... maybe it just cause i grew up n live there, and so school trips always consisted of

(every year of elementary school)
Teacher: "hey kids we are going on a field trip!"
Kids: "YAYYY"
Teacher: "To colonial williamsburg!!!"
Kids: "....."

course there was like the one time we got to go to jamestown, and the other time we went to yorktown... but they wern't much better...

plus growing up in a tourist town ive grown to dislike them, and so going places with all the tourists annoys me.. as its near impossible to find parking in williamsburg unless you pay during the summer, its always crowded, and people around there don't know how to drive.

so maybe my personal opinion of williamsburg is a bit skewed ;)

I grew up in a London suburb with most of the cool places being right in the central tourist area; NIGHTMARE. 

Now I live in Glasgow and despite the best efforts of the council it remains busy but relatively tourist free.  Edinburgh is something completely different, it's swamped.  Wall to wall tacky crap, I'm no Scottish and it makes me cringe. 
Title: Re: Williamsburg, Virginia WIP
Post by: gregsandor on July 27, 2008, 11:35:48 AM
Here's the new wall and gate.
Title: Re: Williamsburg, Virginia WIP
Post by: cyphyr on July 27, 2008, 01:18:41 PM
This is looking very interesting, I'm looking forward to see how you progress it, particularly how you treat the middle to distant buildings. My only suggestion for now (and I'm sure you've not settled on any camera details yet) would be to make the cameras field of view smaller, maybe horizontal 40deg. This will stop the extreme foreshortening and distorted perspective at the outer edges of your image.
Keep rendering
Richard
Title: Re: Williamsburg, Virginia WIP
Post by: N810 on July 28, 2008, 10:55:36 AM
I know what you mean neuspadrin I too am from that general area.  :D
Title: Re: Williamsburg, Virginia WIP
Post by: gregsandor on July 28, 2008, 11:13:51 AM
Anyone know why TG stopped rendering the wall?  It does this repeatedly; I haven't been able to intentionaly reproduce it but it seems certain camera angles will not permit rendering the full object.
Title: Re: Williamsburg, Virginia WIP
Post by: gregsandor on July 28, 2008, 06:18:47 PM
Quote from: cyphyr on July 27, 2008, 01:18:41 PM
This is looking very interesting, I'm looking forward to see how you progress it, particularly how you treat the middle to distant buildings. My only suggestion for now (and I'm sure you've not settled on any camera details yet) would be to make the cameras field of view smaller, maybe horizontal 40deg. This will stop the extreme foreshortening and distorted perspective at the outer edges of your image.
Keep rendering
Richard

The base model is a 10m dem of the region, and for each site I'm handpainting displacement maps.  Bruton Parish Church, Public Records Office, St. George Tucker House, and Prentis Store sites are built.  I plan to use a lower poly set of buildings in populations for the background buildings.  Will probably chop up parts of these finished models to make some of the background elements.

This is a view toward the church from the Prentis Store.  The materials for all of these are the same so where shaders overlap they can share; for this store the paint is to be red not the pale green of the church, so I'll modify that shader to fit.  This afternoon I started the picket fence too.
Title: Re: Williamsburg, Virginia WIP
Post by: neuspadrin on July 30, 2008, 11:02:00 PM
any reason why you are recreating williamsburg?

just outa curiousity.
Title: Re: Williamsburg, Virginia WIP
Post by: gregsandor on August 02, 2008, 12:17:41 PM
Update:
Title: Re: Williamsburg, Virginia WIP
Post by: rcallicotte on August 02, 2008, 01:50:59 PM
Interesting work.  Was this for someone else or your own personal project?
Title: Re: Williamsburg, Virginia WIP
Post by: gregsandor on August 02, 2008, 02:00:23 PM
.....
Title: Re: Williamsburg, Virginia WIP
Post by: gregsandor on August 10, 2008, 10:42:50 PM
I spent the week in Williamsburg taking photographs for high-res textures and am now making meter-square seamless tiles from them.  Updated renders soon!
Title: Re: Williamsburg, Virginia WIP
Post by: rcallicotte on August 11, 2008, 08:52:19 AM
Cool.  Now I'm curious about the history.
Title: Re: Williamsburg, Virginia WIP
Post by: rcallicotte on October 18, 2008, 07:47:26 AM
You did a nice job on these.  With a little more postwork, these could look like those old thick photographs...you know, the ones that are sort of slightly brown?  Good work.
Title: Re: Williamsburg, Virginia WIP
Post by: gregsandor on January 23, 2009, 06:08:59 PM
I've modeled a dozen buildings since my last post and refined the site terrains, plus now have a pretty good universal shader setup.

Here is the Powder Magazine and its Guard house.
Title: Re: Williamsburg, Virginia WIP
Post by: Mohawk20 on January 23, 2009, 06:33:49 PM
Looks good (apart from the render errors).
How much RAM do you have? Could that explain the missing polys?
Title: Re: Williamsburg, Virginia WIP
Post by: gregsandor on January 23, 2009, 06:59:47 PM
6 ghz ram.
Title: Re: Williamsburg, Virginia WIP
Post by: gregsandor on January 23, 2009, 08:43:42 PM
Digging into the model I find that there are 5 sided polys (introduced when I bevelled the cutouts for the windows and doors.  -- rendering again now.  :)
Title: Re: Williamsburg, Virginia WIP
Post by: gregsandor on January 24, 2009, 12:01:44 AM
Fixed the bad polys:

Title: Re: Williamsburg, Virginia WIP
Post by: moodflow on January 25, 2009, 12:40:01 PM
very nice model!  I like the displacements on the surface.
Title: Re: Williamsburg, Virginia WIP
Post by: N810 on January 26, 2009, 11:46:48 AM
Wow that model is very historically and Architecturally accurate.
You even got the dormers right.  ;D
Title: Re: Williamsburg, Virginia WIP
Post by: gregsandor on January 26, 2009, 12:06:22 PM
Quote from: N810 on January 26, 2009, 11:46:48 AM
Wow that model is very historically and Architecturally accurate.
You even got the dormers right.  ;D

Then you're going to love it when you see the decorative rubbed brick shader I'm texturing right now. :)
Title: Re: Williamsburg, Virginia WIP
Post by: gregsandor on January 31, 2009, 06:58:18 PM
Finally got the overlay shader to work proplerly:  I have a set of 15 basic shaders for the entire city, and these plug into the input channel of a shader for details specific to individual buildings (saves a lot of overhead to only hav to modify and add one or two building-specific shaders. :)

Title: Re: Williamsburg, Virginia WIP
Post by: gregsandor on February 01, 2009, 01:07:12 AM
More views
Title: Re: Williamsburg, Virginia WIP
Post by: gregsandor on November 13, 2010, 12:06:40 PM

Update.  Testing new buildings (just finished nice versions of the Powder Magazine and Courthouse) and experimenting with adding humans.  
Title: Re: Williamsburg, Virginia WIP
Post by: Henry Blewer on November 13, 2010, 02:12:33 PM
Holy work in progress batman!  :o    I am glad you have continued with this project. I missed it somehow...

Looks quite promising. It will really start to pop when you flesh out the scenes with more plants and objects. People would be nice also, but I would get the rest ready before adding too many.
Title: Re: Williamsburg, Virginia WIP
Post by: Dune on November 14, 2010, 04:42:03 AM
QuoteI have a set of 15 basic shaders for the entire city, and these plug into the input channel of a shader for details specific to individual buildings (saves a lot of overhead to only hav to modify and add one or two building-specific shaders.
That is a very smart idea. It probably saves on memory as well? I had memory problems when doing Winter Town (more than a hundred buildings + their individual shaders) But it only works for 'basic' textures, I guess, brick, roofs, etc.