Judith on 14/8/2009 at 21:21
Actually, I think I got a better idea. I'll make walls from non-tileable planes with prerendered shadows. I'll have to make a special set of textures for it, but I think it's worth it. Small example:
(
http://img88.imageshack.us/i/31093437.jpg/)
Inline Image:
http://img88.imageshack.us/img88/9143/31093437.th.jpgThese are just two plane types: 192x192 and 96x192. I think it will give more control over the shape of the building. This plus some doors/doorways, windows, panes, archways and some other beams should do the trick.
Ziemanskye on 15/8/2009 at 06:19
For TDS, rememeber that it makes things much more comfortable to work with if you have interior bits at 192 high, but exterior as 256 per floor.
Judith on 15/8/2009 at 08:00
The horizontal beams should make up for it, they're 24uu thick instead of 32, but I think it will do. I still haven't exported that to T3ed to see how it looks like. Probably it will be more blurry, for I decided not to use textures bigger than 512, at least for walls and UVW mapped things. If something requires the UVW unwrap, I might use 1024.
str8g8 on 18/8/2009 at 12:22
Wow, that look really nice, very cheeky :cheeky:
Must be expensive, but I guess they will LODs so it would be ok.
Renzatic on 19/8/2009 at 16:08
That does look cool. How do you set the parts to fit together, though?
So what have I been doing? Pretty simple stuff. I've been getting into the fine art of organic modelling, trying to make some trees. So far my trees have turned out alright, but not as nice as realistic as I'm hoping. Guess I gotta start going outside to stare at IRL trees for a bit.
(
http://users.chartertn.net/greymatt/tree2.jpg) A simple tree
(
http://users.chartertn.net/greymatt/tree3.jpg) A slightly less simple tree
Beleg Cúthalion on 19/8/2009 at 19:18
Real life trees are boring but in a computer game a good tree can look fantastic. I sometimes have to force myself to think in not so absurd ways... :p The second looks American to me but that might be due to cultural/national clichés etc..
By the way, there is a picture by a German cartoonist with a couple sitting on the grass and while the man is playing with his notebook, his wife looks at the sky and says: "No, I don't know any Bill Gates and neither do I think the sky looks strange."
Judith on 20/8/2009 at 08:54
Quote Posted by Renzatic
That does look cool. How do you set the parts to fit together, though?
Right now everything is broken down to basic elements like these:
(
http://img194.imageshack.us/i/1111euh.jpg/)
Inline Image:
http://img194.imageshack.us/img194/2252/1111euh.th.jpgI'm not sure whether I'll leave it like that or build some houses out of those and then export them to T3ed.. With all the parts available you have more control and freedom to build as you like, you only need to see how it works.
I tried to have a systematic approach, so I assumed that the wall will be the most important thing, determining the other elements. That's why all the pivots are set in order to make the placement much easier. You can place the walls of your ground floor first to work out the general layout and then put the rest of the pieces, just like that:
(
http://img268.imageshack.us/i/2222nxe.jpg/)
Inline Image:
http://img268.imageshack.us/img268/9831/2222nxe.th.jpgWhen you have all the pieces in place you can duplicate it and put it as a first floor and change the skins on the walls, get rid of some elements or add some, connect this house to another one, etc. One thing that bothers me, however, is how to make roofs in the same way :)
Beleg Cúthalion on 20/8/2009 at 14:59
With respect to my beloved property storage count I think it would be wiser to (at least also) provide houses like the original static meshes, i.e. with different sides so they can be used from different angles and never look the same. Otherwise you're spending five to ten SMs for one deco building (which makes at least 10 to twenty if not more properties).
Ziemanskye on 20/8/2009 at 17:08
Also, since I have experience in the issue, it can really eat up your rendering if you try to make a big scene out of things like that just because of the number of objects.
Now, I think this is cool and all, but I think it may be more useful to people if you make boxes or complete house-frames or things as well.
As for the roofs, well I already made a set of roof-pieces, so you might try something broadly similar to that: set gradients and styles as complete "packs", with the sides and corners and things people might use.