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FPaiva
2009-11-23, 12:01
http://img109.imageshack.us/img109/6546/statics.png

http://img214.imageshack.us/img214/2460/modi.jpg
http://img265.imageshack.us/img265/9742/mod3e.jpg
http://img129.imageshack.us/img129/599/igrejacucui.jpg
http://img79.imageshack.us/img79/9215/barraco.jpg
http://f.imagehost.org/0448/dozer_4.jpg
http://f.imagehost.org/0395/dozer_3.jpg

Models by Salmonella & TheWill (Away member)

ledo1222
2009-11-24, 03:17
Salmonella & TheWill nice work i can see a sniper pinning down a sq from the Church tower.:wink:

Glimmerman
2009-12-03, 08:28
Are you also making some cocaine lab statics?

General_J0k3r
2009-12-03, 08:30
Glimmerman;1197668']Are you also making some cocaine lab statics?

lol. cocaine labs ftw :lol:

Glimmerman
2009-12-03, 09:38
Perhaps decorate the buildings with some commie propaganda posters of Ché, Manuel Marulanda, to give the impression the FARC was there.

LeBubuSauvage
2009-12-03, 10:00
Very nice work, these look like some basic settlement near some gold mine in Amazonia =D

Rhino
2009-12-03, 15:57
cool nice work but ehhh, these statics look to be made in the wrong way...

Please read this tut on texture palettes, this is how all statics should be skinned: https://www.realitymod.com/forum/f189-modding-tutorials/63654-static-object-tutorial-very-basic-texture-palettes.html

FPaiva;1189747']
http://img214.imageshack.us/img214/2460/modi.jpg
http://img265.imageshack.us/img265/9742/mod3e.jpg


ehhh, making buildings into jigsaw puzzels / kits like this is a REALLY BAD move. Trust me, I did it with the new Afghan Buildings and yes on the + side it dose allow the mapper to be much more creative with the statics he has to hand BUT, these take ages to lightmap even in 3DsMax. I could lightmap a really complicated building with a huge lightmap like the muttrah mosque in 1/10th of the time than it took to lightmap one building made out of all its kits bits, as well as lightmap seems can come up after they have been lightmapped between all the bits. Next is lots of bits not joined together well ingame, sometimes just the mappers fault but sometimes its due to if the building is rotated or something, the editor dosen't save the object's position to enough decimal places in order to be in the exact spot where it is fine, so its offset after the save. Then next is performance issues, lots of hidden faces and you generally get bad performance from the engine trying to work with so many objects, processing there LODs, COLs etc.

You are far better off just making lots of versions of the same building in max, thou not too many mind you.


FPaiva;1189747']
http://img129.imageshack.us/img129/599/igrejacucui.jpg

need to work on your UVs some more but that should come when you skin it with palettes anyways.


FPaiva;1189747']
http://f.imagehost.org/0448/dozer_4.jpg
http://f.imagehost.org/0395/dozer_3.jpg

cool digger, thou pretty low detail, would look into adding much more detail onto it, and again, skinning it with some palettes. There is even a palette for track textures in objects/vehicles/common/tank_tracks_c.dds iirc.

Salmonella
2009-12-03, 16:35
Rhino;1197933']cool nice work but ehhh, these statics look to be made in the wrong way...
ehhh, making buildings into jigsaw puzzels / kits like this is a REALLY BAD move.
You are far better off just making lots of versions of the same building in max, thou not too many mind you.

I really wasn't aware about that, in fact a don't know anything about lightmapping, i'll need some help...

Rhino;1197933']need to work on your UVs some more but that should come when you skin it with palettes anyways.

I just make the models, these are my first attempt to texture something, since our offical UVmapper and Texturer is kind away of these boring buildings.

Rhino
2009-12-03, 16:41
I just make the models, these are my first attempt to texture something, since our offical UVmapper and Texturer is kind away of these boring buildings.

Then you really need to learn how to UV to texture palettes.

If a static modeller can't UV to a palette (and make lods, cols and export the model), then he is pretty much useless tbh.

It isn't something that is too hard to grasp once you get the hang of it and my tut should make it very easy to learn how to use the palettes so just run though my tut ;)

162eRI
2009-12-04, 17:34
Nice start for the textures! I love the digger, will be very useful on other maps (and old ones).
We could use the church for one of our map which takes place in the former Portuguese islands of Sao Tome in Africa... They are using the same Portuguese architecture (of course).

=Toasted=
2009-12-05, 19:59
I think it would be cool to have a version of that digger static, where its a rusted hunk of metal covered in some overgrowth and stuck in some mud, or a deep rut in the ground. ;-)

...Yes, that was random, but I think it would add to the atmosphere of an abandoned logging area, now functing as a military base/outpost, which would also be a cool map location in my opinion. :smile:

Salmonella
2009-12-10, 02:22
I followed rhino's suggestion on the default textures paletes, but still can't get a nice look, but I think its enough to generic house role.
http://img245.imageshack.us/img245/8186/houseq.jpg

Bellator
2009-12-10, 04:02
The above is very nice and generic. If its possible, in addition to turquoise, make it in several colours, like pale red, green and perhaps dirty yellow or something. I don't know much about texturing, but I'd imagine that wouldn't take great amount of time. And as these statics will be probably used several times, not all of them would look the same as a result.

Salmonella
2009-12-10, 10:18
texturing this houses was easier than I tought, I just need to find find better roof textures...
http://img64.imageshack.us/img64/6510/house2d.jpg

Hans Martin Slayer
2009-12-10, 10:38
The roof texture on the bottom right pic looks a bit stretched/ odd to me. Top right roof looks pretty good imo.

All in all i'd say really solid work.

But i'm not a modeler/ texture artist. ;-)

Rhino
2009-12-10, 10:52
your coming along, thou first of all your roof is sitting far too much over the edge of the building, epically compared to your ref and you really need to look into tiling your textures more. Your floor texture since its square tiles needs to be kept square which it looks like you have done for the most part on your latest version, but they are way too big at the moment and look pixely. Should look into tiling them more.

Also you might find some better roofing textures in objects/staticobjects/pr/textures/ and in pr/textures/militiaback/

You should also not use any texture large texture palettes which wont be used with this object, like dont use any Chinese textures if this object is not going to be mixed in with any Chinese statics etc, unless you plan to be using that texture palette a lot for a new set of buildings your making for some other theme since otherwise its not worth loading that palette just for that one building, totally takes away from the point of using palettes in the first place ;)

You should also look into exploring LODs and COLs and get one static 100% done before you go onto making other statics that you dont get fully completed ;)

-=Hk=-Cap.Geoffry
2009-12-10, 14:39
is very perfect!

Salmonella
2009-12-10, 17:03
Rhino;1203644']...You should also look into exploring LODs and COLs and get one static 100% done before you go onto making other statics that you dont get fully completed ;)

thanks for the advises,
so you think its better to create a custom palete cutting and pasting the ones I used? I used 10% of mecity_01_de.dds/common_c.dds, and militia_roof don't have bump maps.

about the tiling, I really messed up with the first turquoise model, I'll fix it, but a don't think the squares must be smaller, you see this textures on ME buildins and it is double sized.

the roof, yeah they look bigger, in fact, it is 60cm off the wall, its kind usual, I think the house itself is smaller than the reference. nothing to worry about.

LODs, by PR standars medium house should use up to 4000tris, the yellow one have 975tris, so I think I can use the actual models as lod 1, and spend 1K tris on roof structure and windows.

Rhino
2009-12-10, 17:45
custom textures should only be made when there is simply no other option or your making a entire new set of statics that will be using this new texture(s) to make it worth it. If you start crating a new texture for every static you make, it completely defeats the point of texture palettes.

and any static should have LODs, 1k tris is more than enough to justify a few lods on the model.

TrueTypeSansSerif
2009-12-10, 18:01
I can picture searching for caches in the favelas :-D

LoopBrasil
2009-12-10, 18:17
I can picture searching for caches in the favelas :-D

Please dont, thats an insult for all of us Brazilians

Its really lame talking about that part of Brazil, is like talking about 9/11 ( It happened but we dont like to talk about it)

zenrique
2009-12-10, 18:57
I don't have problems talking about favelas, it's part of our reality down here and pretending they don't exist won't make them disappear... ;)

Anyway, we're talking about amazon forest maps here so there will be small villas and towns, totally different from big cities favelas.

WRT texture palettes, I suggest we create at least one with some specific typical and very common brazilian textures, like rooftops:

asbestos: http://www.brasilit.com.br/produtos/telha_ondulada.php
backed clay / ceramic: http://www.telhaodeitu.com.br/produtos_telhas_barro.php
plastic: http://www.fortlev.ind.br/produtos/materia.php?cd_matia=18&cd_site=13
zync: http://www.andres.ind.br/prod_5.htm

These would be reused a lot in most houses and buildings.

I found here some textures for rooftops, not sure if they're of good quality though:
http://www.tresd1.com.br/texturas.php?t=12921&busca_no_topico=telha

Tim270
2009-12-10, 19:05
Please dont, thats an insult for all of us Brazilians

Its really lame talking about that part of Brazil, is like talking about 9/11 ( It happened but we dont like to talk about it)

How is slums in any form like 9/11?

thedare
2009-12-10, 19:05
anyway i thought it was the polices job to deal with the favela's?

Salmonella
2009-12-10, 19:27
hey folks this thread have nothing to do with favelas, we are on amazon forest, at least 1500 Miles away from Rio de Janeiro and São Paulo.

BroCop
2009-12-10, 19:28
How is slums in any form like 9/11?

I believe he tried to say that "Brazilians like to talk about favelas as much as Americans like to talk about 9/11"

back @ topic: The statics look good though dont they look a bit "urban" for the Amazon forest?

Salmonella
2009-12-10, 19:37
back @ topic: The statics look good though dont they look a bit "urban" for the Amazon forest?

believe it or not there are some sort of civilization on the Amazon, we're trying to represent a village, or small city or whatever you like to call it.
http://static.panoramio.com/photos/original/9299469.jpg
http://www.panoramio.com/photo/28763239

the Map called Marechal Thaumaturgo, will be a mix of forest, city, village, so we need some "urban" statcis too.

LoopBrasil
2009-12-10, 21:02
believe it or not there are some sort of civilization on the Amazon, we're trying to represent a village, or small city or whatever you like to call it.
http://static.panoramio.com/photos/original/9299469.jpg
Panoramio - Photo of Foto Aérea - Marechal Thaumaturgo (http://www.panoramio.com/photo/28763239)

the Map called Marechal Thaumaturgo, will be a mix of forest, city, village, so we need some "urban" statcis too.

Dont forget inside amazonia there a few "highways"

BroCop
2009-12-10, 21:07
I see... I was under the wrong impression about the Amazon then :p

Exec
2009-12-10, 21:18
Many people, including some brazilians, think Amazon is a big chunk of the map populated only by trees and such. :P

***LeGeNDK1LLER***
2009-12-11, 04:11
Glimmerman;1197668']Are you also making some cocaine lab statics?


if you need a beta-tester for the prod emm for the building just tell me.

Salmonella
2009-12-11, 17:46
zenrique;1204084']
WRT texture palettes, I suggest we create at least one with some specific typical and very common brazilian textures, like rooftops:
These would be reused a lot in most houses and buildings.
I found here some textures for rooftops, not sure if they're of good quality though:
Três D1 (http://www.tresd1.com.br/texturas.php?t=12921&busca_no_topico=telha)

I found some interresting textures, but needed of alittle work on it.

just a little update
http://img229.imageshack.us/img229/7946/house3.jpg

<object width="480" height="270"><param name="movie" value="http://www.youtube.com/v/FCo_4PdwfSw&hl=pt_BR&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/FCo_4PdwfSw&hl=pt_BR&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="295"></embed></object>

Rhino
2009-12-11, 18:09
not bad, not bad at all :)

HughJass
2009-12-11, 18:16
yay new statics :)

you see these types of homes in the american mid west and south west.

Salmonella
2009-12-11, 19:10
Rhino;1204850']not bad, not bad at all :)
what you mean? For me it is more enough detailed for generic houses, I'll make something more unique on the Churches and commercials ones.

yay new statics :)

you see these types of homes in the american mid west and south west.

I'm working on Corrugated Zinc and Ondulated fiber-cement textures, to give some variations, and a more characteristic visual.

Like I said its really generic, it may seem pointless wasting time on these buildings, but ME and China are far from any (south)western buildings.

Most of walls, roofs, crack/dirt textures are useless, since China and ME buildings are hundreds even thousands years old and have complete different architecture.

Wilkinson
2009-12-11, 21:13
what you mean? For me it is more enough detailed for generic houses, I'll make something more unique on the Churches and commercials ones.



.

He means it looks good ;)

Salmonella
2009-12-12, 22:55
first tryout of some sort of Ondulated Fiber Cement Plates
http://img20.imageshack.us/img20/7392/house4z.jpg

<object width="560" height="340"><param name="movie" value="http://www.youtube.com/v/gL2lJwYHENU&hl=pt_BR&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/gL2lJwYHENU&hl=pt_BR&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

Rhino
2009-12-13, 07:45
Fiber Cement Plates? Asbestos?

http://www.brookvaleindustrialmaintenance.com.au/images/services_roofing1.jpg

I wouldn't go over board on making too many custom textures thou making this one is acceptable if you need it, but your texture needs a lot of work since right now doesn't look much lie asbestos :p

Its going to be quite hard to make asbestos well without modelling it but should be able to get a good compromise with some decent normal maps and decent textures.

I think the best way to make this might be having to make a high poly model, baking the normals, textures and possibly AO maps too off of it and combining them into a texture.

I might see what I can do for you if I get some time which is unlikely tbh, got a shit load of jobs at the moment, would need you to confirm how much you plan to use this texture as well.

There is some textures here thou which you might be able to use, type Asbestos into the search: [CG Textures] - The worlds largest free texture site (http://www.cgtextures.com/)

Tannhauser
2009-12-13, 12:32
These statics are going to be useful because they'd pass off for African too, and god ARF sorely needs these IMO. :smile:

Eh, good luck with those!!

Sluismaster1
2009-12-13, 12:46
are you gonna build some houses that you can enter too?

AfterDune
2009-12-13, 12:52
what you mean? For me it is more enough detailed for generic houses, I'll make something more unique on the Churches and commercials ones.
If Rhino says it's not bad, or not bad at all, you should consider it as a compliment, sort of :D.

Hauteclocque
2009-12-13, 13:00
These statics are going to be useful because they'd pass off for African too, and god ARF sorely needs these IMO.

I was thinking the same.

Salmonella, you seem to be skilled for making statics, and if Rhino takes care of you, it's not for nothing (we would say "pour des prunes" in French :mrgreen:).

Salmonella
2009-12-13, 16:15
Rhino;1206081']Fiber Cement Plates? Asbestos?...
thanks for the link and advises, I'm really new to the 3d world, 4 months ago I started with maya and last week with dds textures, so any help is always welcome.

are you gonna build some houses that you can enter too?
yeah, I've already made other models, look the first post, now I'm trying to do some texture work on them.

AfterDune;1206292']If Rhino says it's not bad, or not bad at all, you should consider it as a compliment, sort of :D.
Hauteclocque;1206301']I was thinking the same.

Salmonella, you seem to be skilled for making statics, and if Rhino takes care of you, it's not for nothing (we would say "pour des prunes" in French :mrgreen:).

sorry, I read the message too quickly and due the language barrier I misunderstood Rhino's message, my bad. Really appreciate the feedback.

Glimmerman
2009-12-13, 16:55
I would say they have to potential to be awesome ;)

Keep it up :)

Salmonella
2009-12-14, 00:23
I found real good textures on that site, its a shame I only have 15mb free account hauiheiuaea

I've made some work on the "asbestos" specular and bump, take a look.
http://img269.imageshack.us/img269/4365/house5.jpg
<object width="560" height="340"><param name="movie" value="http://www.youtube.com/v/rjLi0QPIwlk&hl=pt_BR&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/rjLi0QPIwlk&hl=pt_BR&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

sharpie
2009-12-14, 00:30
I cannot explain, how awesome this is.

:mr-t: <--And Mr. T pities the fool.

Rhino
2009-12-14, 07:47
Very nice work Salmonella, the texture dose look a little repetitive but other than that, really good :D

To get rid of the receptiveness what I would do is first of all desaturate most of the colour from it, leaving it a gray scale image, only leaving in some of the detail colour like moss etc. Then would find some good colour textures in the palettes already or if you must, make a new one or 2 and use that as your surface texture, then also put a dirt texture over the top of it, have the dirt texture adding thous black spots you have already on the texture but if you remove them off the detail texture and have them on the dirt texture you can have it offset on the UVs making it look much less repetitive and as such, nicer :)

Also for the end of the roof, instead of wrapping the texture around it I would make a new texture that has the same colour and detail as your texture but make it look like this:
http://img695.imageshack.us/img695/6467/12142009084717.jpg

This will make the ends look a little more realistic :)

You could also try adding a alpha channel onto the top side of the roof but doubt that would turn out too well.

Also if you send the texture over to me I'll make a nice normal map for ya :)

Salmonella
2009-12-14, 19:25
Again, thanks, I'll try what you said.

I sent a PM for you with the files.

DavviZ
2009-12-14, 19:29
http://www.youtube.com/watch?v=qYS732zyYfU ;)

zenrique
2009-12-14, 19:34
Heh, amazing work Salmo! Thanks Rhino for the feedback, its invaluable!

Salmonella
2009-12-15, 00:42
I increased the roof's LOD, and made some adjustments on the color,
<object width="640" height="360"><param name="movie" value="http://www.youtube.com/v/ZbPCEWKByx0&hl=pt_BR&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/ZbPCEWKByx0&hl=pt_BR&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="360"></embed></object>

but here I come again with new issues, shadows...I mean, the green arrows is where the shadow are good, and the red the bad ones.
http://img683.imageshack.us/img683/6461/house6.jpg
Why that weird jagged shadows? I've modeled all the parts with the same technique, the windows covers uses the same shader of the roof, why they behave different?
I'm really upset with it.
I read on other sites that it maybe due light map quality/setting, but this was shot on final/2048, and you see some self shadows and ground shadows perfectly, and only few weird!

GhostDance101
2009-12-15, 02:48
Are you really 100% sure you generated 2048 lightmap for that? for a static that size 512 is as high as i would go...
The jagged lines look a lot like aliasing from a low res lightmap tbh.
Maybe add a screen shot of the lightmap dds might help us work out whats wrong.

Also sometimes the exporter can end up messing up the uvs for the lightmaps, which it generates when you export, this can cause artifacts and glitches in the shadows. But this looks a lot more like pixelation in the lm most likely due to low res and the bf2 editor being rubbish.

Salmonella
2009-12-15, 03:56
I'm triple sure about the 2048 texture, at least if I set lower resolutions the things get worst.
Don't know if the 2048 refers only to terrain lightmap size, but I noticed, when I set 2048 it generate 256x256 shadows, 1024->128 and so.

That’s the "full size" shadowmap it generates when I set 2048/final quality.
http://img189.imageshack.us/img189/536/brhousemedium3newmodtri.jpg

GhostDance101
2009-12-15, 05:13
Yep that's a 256 size lm. The lightmap size is dictated by the lightmap sample files when generated with the bf2editor . You need to set it in the export window like so to generate Biger ones.:D
Well that's for 3dsmax.... don't have a clue about maya....
http://i45.tinypic.com/2nuoxgw.jpg

Rhino
2009-12-15, 08:45
256 should be fine for a building of that size, just that sort of stuff happens when you LM in the BF2 editor. If you lightmapped the object in Max it would be fine.

How many tris is your building now? doing a zigzag roof takes up quite a few tris, I know I've done it on a few of my models but I wouldn't do it on a building that appears a lot tbh unless it was necessary to make it look good.

Salmonella
2009-12-15, 18:20
Rhino;1208200']If you lightmapped the object in Max it would be fine....
Theres any way to make only the lighmapping in 3ds, I mean making all modeling, UV etc in Maya, then do the lightmapping on the exported model in Max?

The only thing I found about lightmaps in maya
Unity Community // View topic - Making lightmaps in Maya (tutorial) (http://forum.unity3d.com/viewtopic.php?t=9606)

Rhino;1208200']How many tris is your building now? doing a zigzag roof takes up quite a few tris, I know I've done it on a few of my models but I wouldn't do it on a building that appears a lot tbh unless it was necessary to make it look good.

lod0 -1340/ lod1- 928/ lod2 - 316, but I don't think the zig-zag is the reason, even the lowers lods went wrong,
http://img191.imageshack.us/img191/1276/house7.jpg

Just a small doubt, how is the process of "Audit" for models? In communty foruns says only about maps audits, but how it works for models?

GhostDance101
2009-12-16, 00:11
To lightmap your model in 3dsmax follow this tutorial. The fact it's made and exported with Maya should not make any difference.;)

Link (http://bfeditor.org/forums/index.php?showtopic=10563)

Salmonella
2009-12-16, 01:28
for sure, even with no experience in 3ds, it gives faster and smoother shadows than the BFeditor.. nice tutorial...
http://img63.imageshack.us/img63/1949/casa8.jpg

now that I know that my model's shadows will work, I'll back to modeling... there are many more houses to go....

Salmonella
2009-12-16, 22:56
hey folks, I really need a brief on how the models are evaluated!!!
I know that only when we make our first build it will be sent to Audit, but at this time will be too late to change the possible errors not only on maps but on all the models, it will be a huge massive absurd waste of time.

I mean, can I have one of my models "pre-audited" so I can take this as a standard one and make all others within the same guidelines? It will spare me months of re-work if something was wrong.

So, this model I was showing in the current week, is pretty much done, all lods, cols, lightmaps tested, just waiting new textures from Rhino or not.
http://img687.imageshack.us/img687/1131/collods.jpg

Can I send it for you guys? so you can say "OK, thats it!" or "NO, you need to fix this, this, this..."

GhostDance101
2009-12-16, 23:18
Well the first thing I would say is you could make it look a lot better by adding some nice dirt layer and also some crack layer would be good...
Apart from that you could add some extra stuff to the lod0 like some electrical cabling or tv areal or something to jazz it up a bit...

Your model looks very well optimized as it is... and the cols look good.

Really the best way to get some good critical feedback is send it to Rhino. He will let you know if something is wrong. But the only way to be sure it works 100% is to just test the hell out of it and fix any bugs that you see.

Wilkinson
2009-12-17, 01:45
GhostDance101;1209822']Well the first thing I would say is you could make it look a lot better by adding some nice dirt layer and also some crack layer would be good...
Apart from that you could add some extra stuff to the lod0 like some electrical cabling or tv areal or something to jazz it up a bit...

Your model looks very well optimized as it is... and the cols look good.

Really the best way to get some good critical feedback is send it to Rhino. He will let you know if something is wrong. But the only way to be sure it works 100% is to just test the hell out of it and fix any bugs that you see.

Yeah.
IMO.
Rhino = Dog Sniffing Bug Finder
http://digitalpilgrim.typepad.com/the_digital_pilgrim/WindowsLiveWriter/spam.irritating.pernicious.illegal.immo_6DC3/ist2_2950767_exterminator%5B2%5D.jpg

Salmonella
2009-12-18, 20:02
GhostDance101;1209822']...adding some nice dirt layer and also some crack layer would be good...

i agree with you that this crack and dirt gives a more "natural" looking, mainly on old ME and China's buildings, which are real old, cracked and dirty.

the statics I'm trying to represent are from fresh established "cities", for example Marechal Thalmaturgo was founded in 1992!! Furthermore, most of houses are that simple and uses white or vivid colors on their walls, you see!!
http://www.panoramio.com/photo/27663731
http://www.panoramio.com/photo/28503429
http://www.panoramio.com/photo/20825368

Course I'll try to add some variations, abandoned houses, constructions sites etc, but for this house that’s it.

I sent the files for Rhino, anyone else that may be in position/willing to evaluated it, just PM me...

Paladin Necroman
2009-12-29, 19:41
Taking as an example the first images, just to remind you this:

I dunno if you'r in the middle of the process and u'r gonna finish and add more stuff but I think it looks a bit raw, it lacks some garbage and small objects near it and at the walls, so it doesnt look so detached from the surroundings of a real city or village. I just want to remind you to create some small objects and small details just to make the ambientation perfect.

Rudd
2009-12-29, 19:45
mappers place things like tables, garbage cans etc themselves mate

Salmonella
2009-12-29, 21:08
Taking as an example the first images, just to remind you this:

I dunno if you'r in the middle of the process and u'r gonna finish and add more stuff but I think it looks a bit raw, it lacks some garbage and small objects near it and at the walls, so it doesnt look so detached from the surroundings of a real city or village. I just want to remind you to create some small objects and small details just to make the ambientation perfect.

I see you trying to increase your post count, I hope it isn't the only reason for you to wrote this, but I'll give you a try.
I need to make bucnh of thing to create the ambientation, such Lamp Poles, water towers, fences, house objects, but theres a long way.

Rudd;1220019']mappers place things like tables, garbage cans etc themselves mate

yeah, but for the mapper(me) have something to place, the modeler(me) must to make it first aheiuaheiuaie

LoopBrasil
2009-12-29, 23:54
yeah, but for the mapper(me) have something to place, the modeler(me) must to make it first aheiuaheiuaie

No worries Loop's here =D

I still want to meet with ya.

Salmonella
2009-12-30, 00:54
http://img253.imageshack.us/img253/1454/extras.jpg

I'll do some small sets of objects apart from the main object, so the "mapper" can choose to use it or not.

MMad
2009-12-30, 11:38
Yeah, that looks real good. :)

Matheusferri
2009-12-30, 16:16
wow!! i loved the house !! :D

Paladin Necroman
2009-12-30, 19:49
Look, i love this game, i'm new, i just joined this forum, and i did it specially to give it a opinion wich i felt appropriate to another specific subject i saw, wich i thought a diferent one would be perfect for the situation, so, i did it for a good reason, not just to "increase my number of posts". That's just how gaming community works.

I felt your interpretation of what i said completly off the context, because it looks like uou took it as a personal offense.

All i want is give a constructive advice. Some people just don't have this mentality and imply you are simply looking for something to criticize.

You assume i want to compete with the number of posts? Come on, that's kind of ridiculous and immature.

If u think that's not important, well, then you can just ignore all i said and keep it your way, but that creates trouble in efficient enviroment as work, or when people like me come up to say whatever to you, trying to give you a advice in good will, at work or at whatever you are trying to do that can't envolve such reaction to everything people do or say, that creates barrers.

Salmonella
2009-12-30, 22:37
Look...

I didn't ignored what you said, in fact I agreed with you and started to make something related to it. If you read it again.

I see you trying to increase your post count, I hope it isn't the only reason for you to wrote this, but I'll give you a try.

I just noticed that you wrote several pointless posts in a row on others threads, and I was hoping this last post wasn't only to increase your PostCount like the previous ones.

I really appreciatte critics, but I hate random "cool" ideias or spamin' "great!", "I can't wait blabla...!" "blablabla"...

Paladin Necroman
2009-12-31, 12:24
I'd consider that helpfull, because that's just feed-back. If i was doing something, i'd like to have that kind of feedback "it's good" "i like it" etc...

Tim270
2009-12-31, 16:15
I'd consider that helpfull, because that's just feed-back. If i was doing something, i'd like to have that kind of feedback "it's good" "i like it" etc...

While giving credit to how good something is, is useful, constructive criticism is 10x more useful.

Salmonella
2010-01-04, 19:37
Alright then, I was trying a "dirtier" house to practice the dirt/crack layers, its even trickier and boring than the color/detail, I couldn't find a way to fit the crack layer on irregular surfaces like in the wall hole.

Another bad thing, the first tile textures I was using was originally from the FH2 mod, and I can't get a answer from the owners, so I had to work with a free texture for the roof, need refining...

The house is about 1200 tris, with a simple interior and a wall hole exit.
http://img189.imageshack.us/img189/701/oldex.jpg

Hauteclocque
2010-01-04, 19:57
Another bad thing, the first tile textures I was using was originally from the FH2 mod, and I can't get a answer from the owners, so I had to work with a free texture for the roof, need refining...
Just my advice, you should ask [R-DEV]AfterDune or tell [R-COM]FPaiva to do so, for any borrow, trade you could do. It's the way we are told to do in community factions, and it's generally easier to have what you need when it comes from a PR developer himself. ;)

GhostDance101
2010-01-04, 20:21
Alright then, I was trying a "dirtier" house to practice the dirt/crack layers, its even trickier and boring than the color/detail, I couldn't find a way to fit the crack layer on irregular surfaces like in the wall hole.

Another bad thing, the first tile textures I was using was originally from the FH2 mod, and I can't get a answer from the owners, so I had to work with a free texture for the roof, need refining...

The house is about 1200 tris, with a simple interior and a wall hole exit.
http://img189.imageshack.us/img189/701/oldex.jpg


Looking good. Maybe adding a simple door frame would be nice. The roof tile texture looks pretty good but maybe a bit over saturated and dark.

Glimmerman
2010-01-05, 06:46
Looks good, are these house types specific for the region or are they more common in South America?

Rhino
2010-01-05, 08:46
http://img189.imageshack.us/img189/701/oldex.jpg

the whole in the back looks very unrealistic, from any kind of damage.

Roofing tiles should not be on the underside of the roof and I would smooth the sides of the roof (not the front ends) so that you get the effect of the tile looking more realistic instead of a flat edge when it curves over :)

You should also not have the entire rafter going though the entire house if its not seen on the other side, like the ones going up into the top of the roof, cut it off so only the bit that is seen is there. I would also consider doing the same for the rafters that apear at both sides of the roof, cutting out the centre. Sure its a few more polys thou in theroy it is easier for a GFX card to render thous few extra tris than to render useless material that the player can't see and is liable to Zfight.

Tim270
2010-01-05, 13:58
Yeah I would close that hold on the back up and chip the corners a little bit or a chip the base in the mesh, a whole on the bottom looks a little extreme as the rest of the house is in a good condition.

zenrique
2010-01-06, 15:21
Rhino;1225464']http://img189.imageshack.us/img189/701/oldex.jpg

the whole in the back looks very unrealistic, from any kind of damage.

Roofing tiles should not be on the underside of the roof and I would smooth the sides of the roof (not the front ends) so that you get the effect of the tile looking more realistic instead of a flat edge when it curves over :)

You should also not have the entire rafter going though the entire house if its not seen on the other side, like the ones going up into the top of the roof, cut it off so only the bit that is seen is there. I would also consider doing the same for the rafters that apear at both sides of the roof, cutting out the centre. Sure its a few more polys thou in theroy it is easier for a GFX card to render thous few extra tris than to render useless material that the player can't see and is liable to Zfight.

This kind of baked clay roof is very common in Brazil, and sometimes the wood support structure is visible from underneath even inside the houses (they don't have an "internal" ceiling), specially in rural or poor areas, so players inside these houses should be able to see it when looking up. Similar to this (but not so shiny and new, of course):

http://images02.olx.com.br/ui/3/58/45/59935345_9.jpg

A perspective view:
http://www.aldebaraceramica.com.br/imgs/dicas/enciclopedia0002_esquema_telhado.gif

Salmonella
2010-01-26, 03:13
Alright, back to houses bussines

Glimmerman;1225406']Looks good, are these house types specific for the region or are they more common in South America?

In rural regions yes, very common, these references are old "temporary" house for a railroad construction which is very common too.
Panoramio - Remains of Jirau Station of Madeira-Mamore Railway (http://www.panoramio.com/photo/14135760)

Rhino;1225464']the whole in the back looks very unrealistic, from any kind of damage.

Yeah, that was a fail attempt, i'll practice more to get more realistic damage.
Rhino;1225464']Roofing tiles should not be on the underside of the roof and I would smooth the sides of the roof

I tryed a simple beveled corners, I think it helps.
Rhino;1225464']Roofing tiles should not.......can't see and is liable to Zfight.

I'll make Zenrique words mine, and of course it will be visible only in lod0.

Finally the updates,
door and door frame added.
beveleds tiles corners
textures desaturated, It should be a little dirtier, workin' on it.
http://img8.imageshack.us/img8/3544/oldex3.jpg

FPaiva
2010-01-26, 14:24
That looks nice. Whats about the map biuld?

cagumelo
2010-01-30, 11:10
awsome salmonela, but I think the roof is to shine, and not so dirt as the ground

Salmonella
2010-01-30, 16:12
FPaiva;1244202']That looks nice. Whats about the map biuld?

like I said, I must reach a number of 20-30 100% finished models to do the village, and make it once for all.

awsome salmonela, but I think the roof is to shine, and not so dirt as the ground

I'm working on a new texture palette for the typical roofs and new models maybe next week...

Wakain
2010-01-30, 17:42
starting to take good shape though, lovely to see a new theater's houses

IronTaxi
2010-02-25, 04:07
Looks pretty good to me.. maybe a few more props to spice the places up...

pretty good work though.. texturing looks solid.. looks very realistic in design.

nice one!

:lol::lol::lol: