Hi everyone.
I'm here to offer my "skills" in 3D modelling and texturing in any way I can. I wouldnt say I was an expert but I'd say I was pretty good and very resourceful.
I use Blender along with SketchUP, Gimp and Photoshop.
This morning I downloaded the Shack building .OBJ files and had a look at what I could do. Added some new textures to the already existing mesh. (The textures are seamless). spent about 45 minutes noseying around and texturing.
Would post the photos in the shack thread but I feel they're not at the level of standard i want it to be when I can finally say I'm helping out here.
Will apply these textures to the rest of the shack set this weekend.
EDIT-- textures are not final, i'm just having a hard time finding decent seamless textures that closely match the original
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this looks great to me. can u post some wireframes?
we have variable wood textures we use throughout the game, so we see what fits best. right now this wood is tad too light for bittercoast areas, but could work elsewhere.
ttyl
Look good, nice work, I like it!
Thanks for the feedback guys, I'm off till Sunday now so I'll be getting into some more of this.
Attached are the textures used in the model, They've just had a bit of saturation and contrast mods done to it inside Blender.
The wireframes are exactly the same as the meshes from the original files. Not changed any but..
http://goo.gl/Q7oxMa
Still playing around with some new textures etc.
IMO the interior mesh looks fine as it is but what are everyones opinions on it?
I'd say you can put more details in the mesh - it's a very small interior, so you can probably model in geometry some of the planks or deformations in the support beams, since the number of tris in the scene will always be low. In any case, it's looking good to me.
Right now it's sitting a 1k verts and the max for new details is around 200%?
will get onto it the now. Thanks JK
I'd say you can easily increase it up to 5k and more. There is no exterior to render, so go wild with it. A simple guess from me would be that on average you should see about 200k verts from any viewpoint, including exteriors, LODs, etc. As long as the scene is made to have that or less, you will be fine.
Someone please correct me if I'm giving the wrong direction here.
Okay small update.
Added some subdivisions to some Geometry (Wood Frame, and skirting mosty). In the process of getting the textures down a texture. Currently I'm using 6 Textures in all. I can get the room and ground onto one single baked texture. The biggest problem I'll have will be the wood frame.
Had a bit of a think and I think I shall lower the ground level on a New(but old mesh of shack01 etc) so that the door is about a metre up from the ground. There is existing geometry there that will allow me t complete this with ease and I'l be able to model some steps leading to the door.
Stone steps or wooden steps? I know it is a wooden shack but the wooden feel of steps doesn't sit right for me. I can add the stone steps with a simple uneven rock texture. Will only be about 2 or 3 risers high as well.
Attached are what the ground plane would look like lowered. Notice how there is more wood exposed that basically looks like panelling ( i know the texture sucks because that was previously hidden). Little concept of the stairs as well.
Not really wanting to model too much geometry here as I know there will be static props to go on walls etc so I'm keeping the walls untouched. Don't know if there will be props hanging on the wood frame itself, such as rope or something? But the subdiv is just smoothing out the kinks and not moving or adding too much.
preparing some common textures for you now.
As for structure, wood is harder to come by in vvardenfell, so we should use more stone/rock for the base.
wooden slats layered across bare earth wouuld ave a good look.
That looks really nice! I remember making a thread back when I was new to this project where I made the outside sky visible through the wire mesh/net windows, I think that should be re-implemented on the new assets, considering that the creation engine can show the sky in interior cells while keeping the interior lighting.
Okay another small update, Created the stairs in sketchup so I got the proportions correct. Textures the stairs with a nice stone texture I got from DarkCreations.com. changed the floor from a ground/earth textur to twhat was previously the wall texture.
As Ravanna said wood was hard to come by and so I'm kind of against adding more wood into the mesh, I wil try and incorporate it. I was thinking of maybe 9 or 10 slats that were just on top of the earth leaving maybe corners or a patch at the end of the house to be pure earth.
Replaced the wicker material on the windows(?) with the rope provided by Ravanna, took some of the darks bits out and replaced them with alpha but it doesn't seem to show it here.
I was thinking that myself Iceflame. Would be a vey cool addtion but I have to get the perfect texture for it as it wll start to catch the players eye now and again and so there shouldn't be any faults with it. I was thinking about combining some textures. Maybe a lattice texture with some rope behind it.
Also, I've been looking at these textures and mesh for days and i'm just not liking it. I think it's cause I've made so many small changes I'm a little sub concious it doesn't even look remotely nice. So any negative feedback would be a great help or if it is pretty good tell me what you like so that I can try to kepp it in.
Attached are the latest render including the steps going down. They may seem small but they are proportinate to a player with a height of 1.5 to 2.25m.
And the rope with alpha.
Started work on a new shack. Progress on the floor. There will be a small stone foundation at the bottom of the walls and then will be proceeding to add some wooden planks onto the wall with the possibility of something behind it but still in view, Was thinking thatch, or some other type of crude insulation?
Textures are just a placeholder right now but I'll be going along a very similar route. The stairs are also just there to show that they are textured. That isn't the place it will be located.