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Anonymous1766697770
01-30 11:02
Model Name
medieval building 3d model
Tags
architecture
game asset
medieval
Prompt
Based on your description, I'll provide a clear 3D-modeling focused technical breakdown: Exterior Structure: 1. Base: Rectangular foundation (1500-2000 triangles) - Main floor footprint: 40x60 units - Multiple levels (3-4 stories) - Stone texture mapping for foundation 2. Walls (6000-7000 triangles) - Stone wall segments with wooden beam accents - UV mapping for stone textures - Normal mapping for surface detail - Modular wall sections for optimization 3. Windows (2000-2500 triangles) - Large arched designs - Glass panes with transparency - Detailed window frames - Stone surrounding details 4. Roof Structure (4000-4500 triangles) - Multiple sloped levels - Corner spires/chimneys - Tiled texture mapping - Detailed eaves and gutters 5. Entrance Features (2000-2500 triangles) - Double door design with carved details - Frame and archway - Steps and landing - Guild symbol integration Interior Elements (6000-7000 triangles): 1. Main Hall - Central hearth with chimney - Long tables and benches - Wall sconces and chandeliers - Support columns and beams 2. Courtyard (3000-3500 triangles) - Training ground layout - Weapon racks - Training dummies - Banner poles and fixtures Technical Specifications: - Total Triangle Count: 25,000 - Material Groups: * Stone textures * Wood textures * Metal fixtures * Glass materials * Fabric for banners - LOD Levels: 3 recommended * LOD0: 25,000 triangles * LOD1: 12,500 triangles * LOD2: 6,250 triangles Optimization Notes: 1. Use texture atlasing for efficient material usage 2. Implement modular design for repeating elements 3. Create instanced meshes for repeated objects 4. Optimize geometry for clean topology 5. Include proper UV unwrapping for all surfaces Scale Reference: - Door height: 3 units - Story height: 4 units - Total height (to main roof): 16 units - Spire height: Additional 4-6 units This breakdown provides a structured approach to creating the guildhall while maintaining the desired triangle count and ensuring all key features are included with appropriate detail allocation.
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