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#901 Springheel

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Posted 17 January 2015 - 10:18 AM

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Can I just say how much I love skins?  A simple skin swap of one texture, and the modules I posted above take on an entirely different look.  I highly doubt anyone would even notice they're the same models.

 

 

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#902 grayman

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Posted 17 January 2015 - 10:50 AM

Nice!



#903 demagogue

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Posted 17 January 2015 - 11:20 AM

So cool!
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#904 Bikerdude

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Posted 17 January 2015 - 11:25 AM

Looks like a build ing down by the docks :-)



#905 SteveL

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Posted 17 January 2015 - 11:37 AM

Fantastic! 2 for the price of one!



#906 New Horizon

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Posted 17 January 2015 - 12:05 PM

Yes, it's amazing how much extra mileage you can get by swapping skins.  They tried to do it in TDS and were somewhat successful, but they had compressed the original textures so badly most of the differentiating details were lost. 



#907 Springheel

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Posted 27 January 2015 - 09:06 PM

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Work continues on the timber01 set, with some direct influence from those unity modules....

 

 

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#908 nbohr1more

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Posted 27 January 2015 - 10:28 PM

Looks far better than the Unity version to me  :wub:  (other then where it touches the street).

 

Might be a good idea to include a tiny "grime sidewalk" around the base of these to make street

to building transition less clean and stark looking?

 

It's becoming a visual peeve of mine now since I noticed the stark street to building contrast in

Lord Edgar's Bathhouse then again whilst playing The Alchemist.


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#909 Springheel

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Posted 27 January 2015 - 11:12 PM

Thanks. :)

Yeah, I plan to have transition pieces for things like that; just haven't gotten to them yet.  And I'll probably make some street modules eventually so they're not so flat.



#910 Gestas

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Posted 28 January 2015 - 12:45 AM

White stones aren't good for street though. The building is really nice. But too much detail per piece could become monotonous pretty quickly. Better to have small sections that can be cobbled together many ways.

 Like the main building, without the window segments. And separate window segments that can be added or not, lit or unlit?

 

That could be three buildings. The right side tunnel segment. The middle without windowoverhang segment, and the left segment. Then they can all be rearranged  differently. (and the window overhang segment)

 

 I don't think sidewalks make much sense, how many horse pulled carts are there?


Edited by Gestas, 28 January 2015 - 12:46 AM.


#911 Goldwell

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Posted 28 January 2015 - 12:54 AM

White stones aren't good for street though. The building is really nice. But too much detail per piece could become monotonous pretty quickly. Better to have small sections that can be cobbled together many ways.

 

 I don't think sidewalks make much sense, how many horse pulled carts are there?

 

 

That's all placeholder, the main focus is on the building... I wouldn't pay much attention to anything else in the shot


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#912 demagogue

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Posted 28 January 2015 - 02:20 AM

And his screenshots are showing all the variety in one shot.

In a real scene, a mapper could tone down the detail with more windowless walls, etc., whatever is best for the scene.


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#913 Melan

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Posted 28 January 2015 - 04:06 AM

Thy look good! I see these are all (or mostly) standard-sized modules. Add them to regular brushwork, and the possibilities will be much broader.

 

I don't think they necessarily need modelled bases.Those are fairly easy to make from brushes.


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#914 Bikerdude

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Posted 28 January 2015 - 04:20 AM

And I see Sliptip's and Melan's textures finally coming into thier own :-)

 

Cant wait to see these in-game, very impressive as always Springs.



#915 Gestas

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Posted 28 January 2015 - 05:05 AM

 

 

That's all placeholder, the main focus is on the building... I wouldn't pay much attention to anything else in the shot

 

 I know, I was commenting towards nbohr1more about the street grime.

 

#916 Springheel

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Posted 28 January 2015 - 08:24 AM

 I don't think sidewalks make much sense, how many horse pulled carts are there?

 

 

He's not talking about an actual sidewalk, just something where the base of the building meets the street so it's not a perfect 90 degree angle.

 

Better to have small sections that can be cobbled together many ways.

 

 

You may have missed earlier discussions on this topic, but it's not one big building.  All the pieces are modular.



#917 Bikerdude

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Posted 28 January 2015 - 09:08 AM

@Springs, a couple of questions now spring to mind - 

  • are they just shells? so the mapper can build brushwork inside them etc.
  • are or have you made version of the above with open doors and windows..?


#918 Springheel

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Posted 28 January 2015 - 10:31 AM

They're basically single faces, just like the interior pieces I was showing earlier, with the exception of a few things like the roof pieces and extension pieces.  I'll also be including pieces that have holes for windows/doors for mappers to insert their own (possibly enterable) ones.  I'll post another couple images to make it clearer when I get home.

 

In the meantime, maybe this will help.  The blue and green sections are examples of individual wall facades that only face forward.  The red portions are fully modeled "add ons" that are meant to back onto an existing piece.  Pieces like the archway and the roof include both the forward face and the top roof/ceiling portions (although there are also pieces that are just the front).  By mixing and matching the various pieces you can achieve all kinds of different building constructions, not to mention the skin options.

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#919 Bikerdude

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Posted 28 January 2015 - 04:15 PM

Sweet!



#920 Springheel

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Posted 28 January 2015 - 04:39 PM

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Here's the list of individual models in the exterior/timber01 set thus far.  Most of them are single-sided facades like the one in the image.

 

 

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#921 Obsttorte

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Posted 28 January 2015 - 05:32 PM

That's a long list. :)


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#922 Amadeus

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Posted 28 January 2015 - 07:35 PM

These assets look excellent! I'm excited to see them in action.



#923 Obsttorte

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Posted 29 January 2015 - 02:23 AM

I'm excited to build with them ;)


FM's: Builder Roads, Old Habits, Old Habits Rebuild
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Mapping and Scripting: Apples and Peaches
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Texture Blending in DR: DR ASE Blend Exporter

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#924 Melan

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Posted 29 January 2015 - 02:48 AM

With retextured variants, that's multiple times as long as we first see . Well done!


Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

#925 Springheel

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Posted 01 February 2015 - 09:37 PM

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Spent some time playing around with the modules to experiment with other building configurations.  By actually starting to map with them I'll get a much better sense of what else might be needed.

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