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  1. #1

    Wip WIP: Quick medieval building

    Here’s a little project I’ve been working on this week. The photo below is the original model, which we're copying: a medieval building with a basic ground floor and a more detailed upper level.

    Click image for larger version. 

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    • Reproduce the ground floor with the arched doorway
    • Design a multi-level top with changing window types & positions
    • Randomize asset placement: sign, lamps, and roof deco
    • Blender render
    • Get it done in less than 3 days

    irst step: creating textures and 3 meshes for this building – the lamps, the sign, and the pikes (Blender). All the geometry was created in the UP modeler. Asset creation took about 2 hours.

    Here's yesterday's work:

    Click image for larger version. 

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    First piece: ground level + door. Time to complete: 2 hours.

    If you look at the arch stone placement, you might be able to see that I randomized the extrusion to make it look more authentic. This randomization took very little time in the modeler.

    Disclaimer: I work for the company that makes the modeler. These projects are a way for us to test design and features to see what sticks and what doesn’t.

  2. #2
    Guild Adept monks's Avatar
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    Dec 2007
    Manchester, UK


    Very cool building! I like the almost higgledy piggledy style of the upper floors.


  3. #3
    Community Leader Facebook Connected Steel General's Avatar
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    Neat stuff...
    My Finished Maps | My Challenge Maps | Ghoraja Juun, my largely stagnated campaign setting.

    Unless otherwise stated by me in the post, all work is licensed under a Creative Commons Attribution-Noncommercial 3.0 United States License.

  4. #4
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    looks very nice... the ground is a little distracting though
    regs tilt
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  5. #5

    Default Medieval Building: Session 2

    Thanks, guys!

    Here’s the first part of the upper level.
    (For the rest of this model, I’ll be using more procedural modeler features to get some easy variety. Basically, it means different wall textures, window geometry and so on. It has its own set of constraints but speeds up the work. That’s why you see many models instead of one - the renderer generates variations of the main model)

    I regenerated it a few times to get some variation. When I regenerated the geometry, the door and window placements changed. So did the sign position.

    Also, a couple of wireframes:

  6. #6


    Gosh Claudia, this is fantastic! A couple of us here have 'City Engine' which in your line of work it is very likely you have heard about. how do you go about doing the procedural variation with your application?

  7. #7
    Guild Apprentice Facebook Connected SilenBlade's Avatar
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    May 2011
    A, A


    Briliant Job!

  8. #8
    Guild Artisan Katto's Avatar
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    Apr 2009
    Dortmund, Germany


    Good job! Please tell us more about Urban PAD: How is the workflow? Are screenshots available?

  9. #9
    Community Leader Lukc's Avatar
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    Sep 2011
    Lausanne, CH


    So, how is it turning out?

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