House update attempt

Show off your mod creations or just a work in progress.
Frozen_Dervish
Posts: 12
Joined: Mon Mar 18, 2019 1:24 am

House update attempt

Post by Frozen_Dervish »

Trying to get a workable mesh out of this particular house.

Image

Got this so far:

Image

Still a long a ways to go using a temp texture to make sure UV map is correct and as can be seen the roof is off. Lack of secondary windows is to make it look less repeaty. Door frame added for more substance and to let the door itself be pushed back for entry.

Currently at an 1800 polycount.

Any suggestions on shape and design would be appreciated.

charlieg
Posts: 59
Joined: Tue Jul 21, 2015 1:12 pm

Re: House update attempt

Post by charlieg »

The only suggestion is the straw texture should have the straw going downwards.

Image

Image

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AlexanderSig
Posts: 324
Joined: Wed Jul 19, 2017 10:35 pm

Re: House update attempt

Post by AlexanderSig »

Great job!

One thing about getting it to load in-game is that sometimes the same house model is used in different regions and has different textures depending on the region. So for example if you gave the house model prefab a name like "1234" you would see a house pop up in desert regions with textures that belong in Daggerfall City so you probably have to name the models like "1234_TemperateSummer"

I think the most efficient way to do this project would be to create segments for the houses then assemble them in the Unity editor. So instead of making a whole house in your modelling program you would just make one straight wall, one door/window frame, two corner meshes and some roof segments. It will take less time, especially if you decide later that you want to change something in the models.

Feel free to use any of the textures I've made here for your models: https://drive.google.com/drive/folders/ ... nN07UT04Ml

Frozen_Dervish
Posts: 12
Joined: Mon Mar 18, 2019 1:24 am

Re: House update attempt

Post by Frozen_Dervish »

That was my question before on whether I needed to piece out the buildings, or if the similar shaped houses were housed under one model type. Then there are the same shaped houses with different textures would they be placed under a different model.

And yes I'll try to make the straw go down for the roof still working on the UV map as some parts are still out of sync.

Frozen_Dervish
Posts: 12
Joined: Mon Mar 18, 2019 1:24 am

Re: House update attempt

Post by Frozen_Dervish »

Image

Current Attempt. Thatch Roofing is easily the hardest thing I've tried to get right in a model.

charlieg
Posts: 59
Joined: Tue Jul 21, 2015 1:12 pm

Re: House update attempt

Post by charlieg »

You've done a good job. It looks good.

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King of Worms
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Location: Scourg Barrow (CZ)
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Re: House update attempt

Post by King of Worms »

Very nice progress... this is it

Frozen_Dervish
Posts: 12
Joined: Mon Mar 18, 2019 1:24 am

Re: House update attempt

Post by Frozen_Dervish »

Finally got around to begin re-doing as modular pieces.

1st piece Image

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MasonFace
Posts: 543
Joined: Tue Nov 27, 2018 7:28 pm
Location: Tennessee, USA
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Re: House update attempt

Post by MasonFace »

-

About time! Sheesh!

Just kidding. Looks great! I think the modular approach is the right call.

l3lessed
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Re: House update attempt

Post by l3lessed »

Modular buildings in general would be nice. That is, being able to construct buildings by piecing together parts versus one large predefined model would be great way to make cities and areas feel and look more unique. Now actually coding and getting it going, yeah, don't look at me :lol: .
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