3d modelling #2

For my project I have been working on more modelling of course, but what have I been making for my game this time? For my game I have been working on adding in ditches, the keep and baily areas and have been working on my spiked walls. Back during the earlier centuries of the A.D used more commonly in the times of the Normans time some of the first castles were made of the motte and baily design these castles would be used to set up more efficiently so that other tribes can not invade. Even though this castle design is thought to have come after the time of king Arthur in the 5th to the 6th century I am using it anyway because of the following reasons, one my game is a fantasy set game which means the facts do not necessarily have to be 100% true, second I am basing it on king Arthur who is a myth in the first place who himself may not have existed, three in the myths it is said he had a castle but no one knows what the castle was made of or were it was for certain and last of all during this time period many things were not document and could have been forgotten in which case the Normans may not have been the first to bring the design as we can only make best guess and estimations at best from discoveries.

For my modelling what I have done on the project is worked on my spiked wall for what goes around my courtyard and keep of the Motte and baily. Again I have used editable poly as the main tool and reshaped specifically the spikes to look as to how I want. To make the spikes spiked at the top I simply extruded from a polygon which I selected to make an additional small layer, I then used the relax tool to make it look more visually realistic instead of being completely spikey as if someone used a tool to carve the wood. I then used the extrude again but after I followed it up with the collapse option to make it point perfectly to the centre at the top to give the appearance of a spike. After that all I had to do was add a couple of rectangles for the platform for which someone could go on and keep a look out on the walls. I added in a texture for what I got and I rotated the spikes a bit around each so it gave an appearance which looked like the textures were not re used as much.spiked wall no texture

I also put the textures on with UVW mapping so that I could map the textures onto the objects and make them look as smooth as I could, for the cylinder areas, I chose from all the options such as the box, spherical and using faces for how it came out on the textures in my case I used the cylindrical option and adjusted it to the y axis instead of z so the textures faced in the right direction, I then did some tweaking in terms of width and lengths of the textures and I ended up with what you can see below.

spiked wall with texture

The land on the other hand took longer to do even though it was nearly as simple as the spiked fences. I made the baily by starting out and using one cube and expanding it out with the editable poly using extrude, I duplicated the cube and multiplied by 2x each time I did it as I got more when I had 2 and selected two sides with the polygon option and got 4 I selected 4 sides and then I got 8 cubes, I kept on doing this for a while until I was satisfied with the area it covered, I then expanded it up a bit for a few layers. Once I did this I then went to the sides of which I then lowered the area and then expanded it back up again so it formed a ditch around the sides of the land. I got my grass textures to what I edited earlier using the spot healing brush to blend each of the edges to make it less noticeable in reusing the texture.

In my game I can simply duplicate this for the outside around the original to make the ditches look dug out. This is how the land turned out to be.

completed baily.PNG

This is the grass texture I used for the land.

grass texture.PNG

This is what my fences and huts look like of what I did before with the land and fences look like when put together when in game.

fences in the game