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NWN MODELS

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Title  Roman Temple
Author  GrassMaster
Submitted / Updated  07-04-2006 / 07-05-2006
Category  Animation
Model Format  3DS
Polycounts  2500
Description
A while ago I released several roman building tiles for NWN, however, I never finished the tileset I had hoped to make. Now a little more then a year later my interest was renewed and I recreated this much more detailed model of a small roman temple.

Unfortunatly it likely has to many polygons (about 2500) to be effectively used in NWN1. But with NWN2 now close to being released, It may find its place, along with any other new models I make, there.

The file is in .3ds format so it should import to 3dsMax as well as Gmax.

Files

NameTypeSizeDownloads
RomanTemple.3DSRomanTemple.3DS
Submitted: 07-04-2006 / Last Updated: 07-04-2006
3DS293.75Kb234
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Comments (2):

Posted by Jedigandalf ( 72.197.xxx.xxx ) at 2006-07-06 09:25:07    
Looking good! Please do continue this. One of the things that bugs me is a sore lack of Greco-Roman architecture in NWN.

Posted by BigfootNZ at 2006-07-05 16:40:47    
nice, heres what id do to it. If your looking to reduce polygons you might want to merge some of the bevels youve done in areas that are not usualy that important, such as the under side of the jutting out sections on either side of the stairs, you can then make that same detail useing a texture. Also the areas up high like the front of the roof can have a good deal of its bevels removed and replaced by texture detail (being up so high the texture doesnt have to even be that large since youd only realy see it from a distance anyway), even if the player gets that part up close on there screen say during a from above camera angle the texture would be blured but fine since that object wouldnt (or shouldnt) be the center of focus for the players eyes anyway.

Your columns seem a little poly heavy in the pic's, are they 16 sided?, id drop em down to 12 or maybe even 8 sided (depending on your scale), and let textures do the work. That could remove about 1000 or so polys right there (as 12 sided cylinders), and you wouldnt lose much detail at all (its amazing how large you can make a 8 sided cyclinder and still retain a pretty nice rounded column. Especialy those side columns or the last 3 on each side, id deffinatly go with 8 sided for them since there inaccesable(sp?) to the player by the looks of it so the player cant get that close to them to notice, and teh front of teh building is the main focus for the players attention.

And also it depends on how large the structure is. if its say a 4x3 tile group then a poly count of 2500 isnt as extreme as you think since that 2500 is spread across the area of 12 tiles, and a normal OC single tile is around the 200 poly mark or so (I think, for buildings anyway). Also dont forget to remove faces that arent visable, if you havent already, such as the top and bottom the pillars, sometimes I forget about those polys myself :P

Anyway hope that helps you some, its a good model. Now... get it in game :P

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