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R Soul

Red Button + custom sound

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Ok so tried these out on my elevator and while they look brill, these new buttons and housing would be perfect in an industrial situation. And for my elevator they are too big in this situation.

 

post-496-0-51522200-1535886915_thumb.jpg post-496-0-13725200-1535886922_thumb.jpg

 

Would you be open to making a more Victorian/Dishonoured type elevator housing and button..?

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I had a look at the borders around those plates and made a 3D object from which to generate a normal map. I may have gone a bit over the top:

post-2153-0-58938800-1536101130_thumb.jpg

 

It has 2.7 million tris.

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In response to your PM, the current rough panel place holder is 1 x 7 x 30, and I can just fill in behind it. These dimensions are based on the current button size though, so if the new ones are smaller than the backplate should also be smaller I would think.?

 

post-496-0-54757000-1536526377_thumb.jpg post-496-0-44973700-1536526416_thumb.jpg

Edited by Bikerdude

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Yes, I can make them smaller. In Blender I'll scale the backplate to some width, and the depth and height will be relative to that.

 

Here I've highlighted the dimension I'm asking for. Not width as it is now, but the width you'd like it to be.

post-2153-0-94055800-1536532021_thumb.jpg

 

 

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WIP:

post-2153-0-61049500-1536622686_thumb.jpg

 

This is using the original buttons, but I think they're too big. To fit in to the object I initially made I've had to squeeze them together more than I'd like.

 

I'm in favour of making the buttons smaller, but I could instead make the panel taller to give them more space. Any preference?

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Oh. I thought you wanted the backplate to be no wider than the girder to which it's attached. 7 it is then.

I can make that out of a brush.

I'm in favour of making the buttons smaller, but I could instead make the panel taller to give them more space. Any preference?

Smaller button would be better.

 

And what Nbhor said, sexy! did you use a stock TDM metal texture for backplate..? if not could I ask for some skins? brass and gold would come in handy..

Edited by Bikerdude

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The base texture is metal\flat\simple_grey01. I applied a subtle Gaussian Blur. I might also have lowered the already low saturation.

 

The detail was made by creating 3d shapes. A few posts above you can see the main border. The repeating ovals were made from squashing and chopping a high-res sphere and then having the object repeat itself. The corner pieces, and the pattern in the semicircles, were traced over images I found online.

 

My initial intention was to find black and white images, use Inkscape to convert them to SVG, which Blender can import and store as its own native curves object. The face triangulation led to very poor results, so I used them solely as a visual reference and traced my own shapes around them before bevelling the edges and applying a subdivide modifier.

 

post-2153-0-33837000-1536690738_thumb.jpg

 

This object now has over 3 million triangles.

 

That object was used to generate two images: Ambient Occlusion and a Normal Map.

Sample of the high-res AO map:

post-2153-0-97208200-1536690970_thumb.jpg

 

I shrunk that down an added it to the base metal texture (low opacity).

 

The specular map is nothing special, just a high contrast version of the diffuse.

Edited by R Soul
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Buttons made smaller:

post-2153-0-28162900-1536970711_thumb.jpg

Each button is a distinct model, with its own place on the UV map to allow for subtle differences in each button (marks etc).

 

Depth and side detail added:

post-2153-0-35355500-1536970716_thumb.jpg

 

My next task will be to make a single one. Hopefully I can find space in the current UV map without having to double its size.

 

edit: the blender file, which contains the high-res objects that generate the normal and AO maps, is nearly 300MB.

Edited by R Soul
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