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 Post subject: WIP - observatory mod
PostPosted: Wed Mar 07, 2007 9:07 pm 
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new screenshot of the southbuilding:

Image
Image


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PostPosted: Wed Mar 07, 2007 10:57 pm 
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it looks pretty good so far, it just seems bland. I cannot tell much from this picture because it is a close shot.


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PostPosted: Thu Mar 08, 2007 7:36 am 
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Is that a doorway? It looks a bit tall.

It might also help if you added some trim around it and recessed it a bit.

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PostPosted: Thu Mar 08, 2007 10:58 am 
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I think the doorway might be a bit narrow for an exterior door making it look tall, you've got the right number of bricks to the doorway though, which is about 23, are you referencing from photos?

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PostPosted: Thu Mar 08, 2007 5:43 pm 
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Thanks for the input- door's definitely narrow, haven't really gotten to that yet. When I do, it'll be based on this:
http://a.parsons.edu/~evan/mod/imagelib/texture_source/%e2%80%a2mini_obs/IMG_1014b.JPG

whole building photoref:
http://a.parsons.edu/~evan/mod/imagelib/location/%e2%80%a2yerkes_day/IMG_1074.JPG


Last edited by parsonsbear on Sat Mar 10, 2007 3:25 pm, edited 1 time in total.

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PostPosted: Fri Mar 09, 2007 3:03 am 
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looks like a good start, whats it all about though?

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 Post subject:
PostPosted: Fri Mar 09, 2007 5:53 am 
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working on putting an old observatory into d3- today spent some time on the main building (ignore the weird texture):

windows:
Image

detail:
Image

reference:
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PostPosted: Fri Mar 09, 2007 6:03 am 
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:D looks excellent


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 Post subject:
PostPosted: Fri Mar 09, 2007 8:29 am 
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looks great! :D , cant wait to see more, what modeling app are you using and how did you go about modeling those ornaments?

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 Post subject:
PostPosted: Fri Mar 09, 2007 9:59 am 
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mikebart wrote:
how did you go about modeling those ornaments?


That's what I would like to know!

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 Post subject:
PostPosted: Fri Mar 09, 2007 10:12 am 
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efx wrote:
mikebart wrote:
how did you go about modeling those ornaments?


That's what I would like to know!


The ornaments look easy. The harder part that I see is that really neat patterned cylinder that's in the archway in the top area of the windows (the upside-down "U" shaped thing). Everything else looks pretty simple, but still very well done.

I always love it when people import models into Doom 3 for map editing, it's SO much better than those blocky brushes that the Radiant editor makes. But I have seen a lot of people make some really neat looking things with those brushes!

I still prefer neat imports :D.

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 Post subject:
PostPosted: Fri Mar 09, 2007 11:35 am 
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Looks good. Nice meshes. :D

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 Post subject:
PostPosted: Fri Mar 09, 2007 11:36 am 
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The patterened cylinder wasn't so bad, it's those curly leaf things that kill me. They're going to be problematic when I bake down to the low-poly, so I'll most likely have to redo them.

@mikebart- using modo, will try to work in some mudbox

The cylinder started out straight with 8 lengthwise edges and 22 segments. I pulled the lengthwise edges up and down to make the zig-zags in the segment edges. Then I beveled the zig-zags to make the cuts. I used the bend deformer to turn it into a half circle, then attached two straight segments to the ends to make a U. It's a sub-d model, so I can get away with fewer edges and still get round (at least until I'm done).

I didn't get the spacing quite right, so they look a litle busy- if i get the nerve to redo them I'll take some screens along the way.

new details:
Image


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 Post subject:
PostPosted: Fri Mar 09, 2007 12:00 pm 
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did this exhaust vent on the back of the southbuilding yesterday, needs something to make it 'stick' to the wall, like a scumshadow decal:

Image[/url]


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 Post subject:
PostPosted: Fri Mar 09, 2007 3:40 pm 
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Just put a metal collar on it.

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 Post subject:
PostPosted: Sat Mar 10, 2007 2:27 am 
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Does anyone know what the max texture size d3 allows? I'm thinking of doing the whole wall with one texture- will 4096 texture sheets make it barf?


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 Post subject:
PostPosted: Sat Mar 10, 2007 2:37 am 
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parsonsbear wrote:
The patterened cylinder wasn't so bad, it's those curly leaf things that kill me. They're going to be problematic when I bake down to the low-poly, so I'll most likely have to redo them.


I used alpha channelled geometry projected from the high poly models for the small details of the ornament on my low poly model just to get the shape of the edges without puting too many polys into it, but I think your column will project quite nicely as long as you fill the void.

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 Post subject:
PostPosted: Sat Mar 10, 2007 2:38 am 
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parsonsbear wrote:
Does anyone know what the max texture size d3 allows? I'm thinking of doing the whole wall with one texture- will 4096 texture sheets make it barf?


I think 1024x1024 is the max. It can also accept 256x256 and 512x512.

I'm not 100% sure though, as I've never tried above 1024x1024.

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 Post subject:
PostPosted: Sat Mar 10, 2007 3:42 am 
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i've never tried above 1024x768 either.

just make sure the wall isn't one large brush though. Break it up in to several.

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 Post subject:
PostPosted: Sat Mar 10, 2007 4:12 am 
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The Happy Friar wrote:
i've never tried above 1024x768 either.


Don't you mean 1024x1024?? :P

The Happy Friar wrote:
just make sure the wall isn't one large brush though. Break it up in to several.


That's a good idea.

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