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The Vengance: Farm model

03-10-2007, 10:48 AM#1
kebabmeat
Here's a model I made for my cinematic The Vengance.
Totally made from scratch with ingame textures only.
03-10-2007, 11:00 AM#2
Chriz.
That resembles xXm0RpH3usXx's framework housekit.
03-10-2007, 11:09 AM#3
kebabmeat
Yeah I knoe, but this is a whole model, ofc inspired from he's model kit, but I have made it all by myself.
I'm so lazy, so I don't wanna make a whole house from alot of models in this cinematic, so I made this model instead.

But I have used xXm0rpH3usXx's framework housekit before in a several maps.
03-10-2007, 11:19 AM#4
Hey its X
I dunno how to call this one...its good, but it has some qualities that are wierd about it. but nice overall.
03-10-2007, 11:23 AM#5
kebabmeat
Can you please tell me what's "Wierd", so I can improve it?
03-10-2007, 11:57 AM#6
rednek
Yea it's pretty nice
03-10-2007, 12:08 PM#7
kebabmeat
Thank you =)
03-10-2007, 01:45 PM#8
falcoknight
low res door ftl
03-10-2007, 02:47 PM#9
kebabmeat
It's from the farm texture. But do you know any other texture, that would be better?
03-10-2007, 03:09 PM#10
FinalTyrant
Looks pretty freakin' poly intensive for a farm-type model like that.
03-11-2007, 09:48 AM#11
kebabmeat
I added a new model, and how it would look ingame, kinda.
03-11-2007, 07:54 PM#12
erwtenpeller
Quote:
Originally Posted by erwtenpeller in dawn of chaos

Building Geometry.

Now the biggest of comments i have, and i am really trying to push becouse i feel it is a shame to "let this slip" on such a wonderfull project, are about the human buildings. I think you are making a couple of critical errors that are resulting in a lack of quality from an in-game point of vieuw. I've made a quick example pick to strengthen my argumentation.

First of all, your basic gemetry is too straight. Yes, it is indeed how a real house would look, but this is not the real word. This is a top vieuw game with a cartoony twist to it, and you should play into that. Also, the camera is too far away to properly see all the details, so it looks a little blurry in-game.

First thing you could do to correct this, is exagurate the geometry a little. Make the edges of the roofs stick out more, and make the walls slightly angled outwards. This gives the structure a lot more virtual depth when shown from in-game vieuw, and makes its features more appearant.

There are also a lot of small gemetry details that are not really clear from the in-game vieuw. Esepcially around the "hole" in the building where things would be hauled in, there are a lot of wooden details that are irrelevant. The chain is also verry small and becomes allmost invisible in-game.

Aside from that there are some serious structural errors. Such a "crane" with a chain on a building wouldnt go into the inside, they are always attatched to the outside of the opening for structural intergerty. Also, some of the support details around the entrance do not make sense, and wouldnt actually support the structure. Also, there seems to be a pile of wood blocking the entrance to the building. I dont want to scorn that right away becouse i could imagine one of the animations hoisting it up, but it still doesnt make a whole lot of sese to put it there.

Building Texturing.

Then i come to some texturing choices. First of all, the metal finish around the wooden beams. I have never seen something like that, but i could imagine that one would use it to strengthen a buiklding. However, i dont think it helps you aestatic value of your texture. The details look incredibly small in-game, and allmost vanish. What remains of them is a strange discolored highlight around all of the beams that make them look really odd.

Also, the roof tiles are really small and lack in contrast, wich makes it unclear in-game what exactly it is. Yes, we see they are pan roofs becouse we know they are, but we can't actually see it.

Then there is the problem of the walls all using a generic, allmost gradient-like shading on them that has a complete disregard for the stucture around it. This is simply something that looks unnatural.

I think you used generic textures for the buildings walls and beams and such. I can see why, it saves a lot of time, but its not helping the look of your product at all.

One last thing i have to remark on the human buildings in-game, is the lack of splats. They make the blending with the ground look a lot more natural then just directly sitting on the main grass tile, and i think that the farm especially would greatly benefit from a splat.

note about the attatched image: i skewed the perspective a little bit, and incresed the presence of somke features.

If you are too lazy to read, basically your building needs to be more dynamic. Dont use perfectly straight beams, mess with them a little.
05-01-2007, 06:12 PM#13
operator
[broke=I like it :)] Click to see my opinion[/broke]