Area Remakes
ForgottenMyth
Member Posts: 60
Hello, ive been recently getting back into 3D modeling and art in general after much too long of a break and decided to try and make/remake some areas for fun and practice. Working on AR 5200 (Waterfall Area) at the moment, specifically the AR5202 cave. Took pretty much half a day just to figure out how i might translate a 2D isometric BG area into 3D (and the camera angles, etc.), but i think i did alright.
Today i spent the whole day doing the model and did a quick render with simple lighting and textures for comparison to the original. Haven't created the treasure box, elevation or stalagmites yet but tell me what you think. Spending half the time relearning modeling techniques and trying to figure out what kind of lighting to use, open to all suggestions
Today i spent the whole day doing the model and did a quick render with simple lighting and textures for comparison to the original. Haven't created the treasure box, elevation or stalagmites yet but tell me what you think. Spending half the time relearning modeling techniques and trying to figure out what kind of lighting to use, open to all suggestions
12
Comments
I can say that it looks very interesting and I'm keen on seeing what you can do with other, larger areas that have some more stuff in them.
As to how I got it to match up so closely, that seemed a little complicated at first. The first thing i needed to figure out was what angle the "camera" is at. By comparing a cube to a house interior area in BG I came up with 45°. Then I set up the reference art by projecting it onto a plane and rotating/tilting it so its facing the camera (45°/45°), and then try to get the camera's FOV to match the reference art as close as possible. And then never move that camera again because were using that for the render target.
Once you have got that set up you can begin to trace the top part of the walls with the spline tool and when complete move the shape along the X and Y axis only until it lines up with the floor in the reference. After that you can move it along the Z axis back up to the top of the walls and there you have got a pretty accurate representation of the true shape AND the height of the source material. From there you can turn your shape into a polygon and start shaping out the wall/floor boundaries. For stuff like caves you will be doing a lot of guess work at this point since most of it is obscured in the render but it doesn't matter too much since the final render will also be the same way.
I think that with this technique I can technically recreate most everything in the game short of very organic objects like trees (but really there are awesome tools for trees nowadays so that's fine).
Looking forward to seeing what you try next.
Very nice job! That looks a lot better than the original.
http://www.shsforums.net/topic/37362-lionsway-east/
http://www.shsforums.net/topic/29995-candlekeep-remake/
http://www.shsforums.net/topic/37560-world-map/
http://www.shsforums.net/topic/37025-friendly-arm-inn-remake/
http://www.shsforums.net/topic/37213-sand/
http://www.shsforums.net/topic/37478-bit-of-gore/
http://www.shsforums.net/topic/37274-cottages-n-huts/
To say nothing of Candlekeep, which looks like a ruin.