QUOTE(HomeSlice @ Jun 16 2009, 08:45 AM)

Is there any way you could turn some of these into multi story buildings? I'm thinking Jinxland might be a busy, and thus prosperous port (a balloon port). So there might possibly be a lot of multi storied buildings crammed together along winding streets with dark alleys all over the place. Maybe a blend of Constantinople and downtown Paris.
If you have another idea, please communicate it. I'm assuming that I will be assembling all the buildings together to create the town - unless of course someone else wants to do it (Speak Up!) - so it would help me greatly to have a very clear idea of what we all want for Jinxland.
My vote is for whimsy - with a mix of styles, that makes one think of a locale, but doesn't replicate it realistically. A port town - would be a blend of cultures. Narrow, winding, crammed streets is good. Ideally it would have a variety of vendor shops: eg. butcher, doctor, fruit, awnings, town center fountain, clutter, on going construction, bridges, activity, people, animals, etc, etc). That is, of course, overly ambitious.
It would seem to me that it is best to add geometry only where it's needed, based on camera. I'm not familiar with the script, chor layout/camera angles, nor what you've done/not done so far for Jinxland.
The models I did are very low patch count (all 7 buildings total 2100), not including Garbonzo's house, which is approx 800. The Doomed Pagoda's are all in 1 model - It is boned, so you can rearrange the individual buildings in the chor (or create an action), but no action objects are required to group them.
The buildings can be modified - they are constructed from basic shapes, and the detail is changed by switching decal imagery, patch images, changing repeat counts, and scaling the geometry. If they are to be viewed closeup - then they would need more detail geometry - but are fine for normal background, and medium-far viewing.
I didn't want to put too much effort in, if it's not going to be seen.
For another low detail variation, I'll think about some quick geometry mods, some decal changes and come up with another model set with a different look
QUOTE(Gene Le Spleene)
Really don't think mine will fit in.
Gene - it's a matter of color balance and texture. If there is a variety of styles, then everything can be made to fit. It makes it more interesting. Geometry variation is needed. Zoning laws haven't come to Jinxland .... yet.
Here's a quick, rough aerial shot test - to see potentially what changing textures on buildings does, and cramming together, and scale compared to Bill & Trot. Took 53 secs to render. It needs much more variation.