OldTimeRadio wrote...
The castle and manor- did you do those in Editable Poly originally or were they Editable Mesh from the start?
I tend to work exclusively in Editable Mesh, partly just 'cos I'm used to the old school painting of individual polygons. That said, the nature of working with tiles is that a large amount of the work ends up being patching up holes between different terrains, and drawing in faces and moving verts around manually, so a very lo-fi approach suits it well. With any one terrain I generally build up a single 'template' model either by warping an existing mesh (eg to create the sloped water edges, no need to do any complex modelling there), or by box modelling out an architectural feature. The castle started off with just the round corner tower, everything else has just been hammered out of pieces of that, selecting and cloneing regions and linking them together with carefully placed triangles. Here and there there are new models, like the edgeing work above the gate or the stair-door things.
A common trick I do is to model something like a window the opposite way around as a contained box, then flip the faces, delete a wall section, and manually connect it into the wall by creating polys. For complex surfaces I'll use a boolean, but I try to avoid those as they're somewhat hit and miss.
On the other hand, a more conventional modelling approach works better for tilegroups, special features, or of course creatures and props.
[ end of over-long explanation ]
Thanks all, anyway!
Modifié par _six, 13 juillet 2012 - 01:35 .