No apology needed as I think even a bump map might be useless At RA2 scale most of the details are so small I don't think it will make much of a difference. For the damaged version tho bump maps will be helpful to add depth to dents & craters etc. _________________
I just hope the building gets some spectacular explosion/destruction anim. Something like the Ion Cannon destroying the White House, just ingame. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I'm familiar with FumeFX but I've never done any destruction anims before, any suggestions for plugins &/or tutorials would be appreciated. _________________
there are two ways:
1) if you're using 3ds max 2012 or higher then you can use MassFX to make a realistic collapsing of the building
or
2) if you're using 3ds max 2011 or below then you can use reactor for the same effects
both methods will require you to cut the building in many pieces and then you can add FumeFX just for the explosions
im also attaching a free tool called "FractureVoronoi". this tool can divide a model/mesh into as many parts as you want and it doesnt screw up the texture.
also, this video shows blowing stuff up with MassFX
Thanks for the tool & link. I'm using 3ds max 2010 atm but I plan to get 2013 once I've finished this project tho, so I can try out both. _________________
By the way Mig, you're my hero. I will buy you all the beer you can drink one of these days. You have to provide your own transport to Birmingham though. QUICK_EDIT
there are two ways:
1) if you're using 3ds max 2012 or higher then you can use MassFX to make a realistic collapsing of the building
or
2) if you're using 3ds max 2011 or below then you can use reactor for the same effects
both methods will require you to cut the building in many pieces and then you can add FumeFX just for the explosions
im also attaching a free tool called "FractureVoronoi". this tool can divide a model/mesh into as many parts as you want and it doesnt screw up the texture.
also, this video shows blowing stuff up with MassFX
Another one click solution that could have saved me 100's of hours.... sigh! QUICK_EDIT
btw way what site did you get the textures from? _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Anyway, Rayfire does a better job of destruction, though it isn't free, you may want to try that. Only problem is that it permanently disassembles used objects. But I'm sure you must be saving duplicates of your project anyway, so it wouldn't matter.
Entire building is looking beautiful though, a very nice portfolio piece, even if the detail isn't visible ingame. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Sep 15, 2013 11:06 am Post subject:
Greeeat, I'd say. Only the middle top remains. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
With the 3D printer technology people have developed, it would be fantastic to make a scale model out of this. Too bad plastic is such a horribly unsustainable material...
Also, what's with this strange copper area at the back of the building? Is it really supposed to be assymmetric like that?
Just the roof texture needs a bit more work.
If you look next to the bottom right tower, you can see that the roof shingles aren't in a running bond like yours, but in stack bond.
In addition are the shingles bigger, with only 6 rows filling one side of the roof.
The patina of the copper roof also shouldn't be that green imo. I think a more turquoise grey would be better, maybe even have it still have some copper red in it.
Finally the roof texture should get a slightly stronger glossiness, so you can see some sun reflections in it.
Maybe even add a dummy sky to your scene and let the roof reflect that sky, so the colors aren't that plain and you might even see some cloud formations if you look closely. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Tanks for the tips LKO, I can't believe I missed the size/layout of the tiles XP
I only have only a few low res pics of the back of the roof
& as far as I can see that's what it's meant to be like. I'd be grateful if someone can find some clearer pic(s) to show if it's correct or not.
BTW I calculated that I've spent over 300 hours working on this so far _________________
looking at these, i think you have to brighten up your general wall texture to a more bright beige.
Some more different colors need to be applied to the model
-the base with the big bricks should be bright grey colored
-the columns all around the building in white chalk or marble
-the building itself in a bright yellow/beige
-the roof in dark turquoise
-the 4 figures in the corners on top of each of the 4 towers in a dark gold/grey
-the dome in gold
btw, most if not all pictures miss the text "dem deutschen Volke" as this wasn't added until 1916, 20 years after its construction was finish and the pictures were made before 1916. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Thanks LKO but I've got all of those pictures already
Most of those pics are hand coloured black & white photos (I have the originals of a few of them), the colours are pretty washed out & very inconsistent, so they're not the best source for colour references IMO.
They also depict the build as it was built in 1894, whereas my model is based on the building in the 1933, So you have to take 39 years of weathering into account. For example the patina on the copper roof would take about 15-20 years to mature, so by the 1930's it would be pretty green. The same goes for the whiteness of the bricks, 39 years of smoke & dirt from an industrial city would have darkened it somewhat.
Edit: I've redone the roof now with extra shinyness
The grooves in the pic,. I have a building that has a similar feature I am thinking of making the building have the groove rather then the texture. _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
The ledge at the top is big enough for someone to stand on so I modeled it. Where as the bricks at the top of the window are just millimeters deep so it's simply part of the texture. _________________
really nice and the color is much better, though i still think the shingles are too small
attached is a cut showing the shingles and how big they are and a bit editing to fill the bright areas with copies of the right part where you can see them.
you have about 7 shingles (6 full and 1/2 at the bottom and 1/2 at the top)
while the picture shows only about 5 and a half. let there be a small part behind the ledge, so you get 6 full shingles.
very impressive _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Joined: 14 Jul 2005
Location: Helsinki, Finland
Posted: Sun Sep 15, 2013 11:12 Post subject:
With the 3D printer technology people have developed, it would be fantastic to make a scale model out of this. Too bad plastic is such a horribly unsustainable material...
Also, what's with this strange copper area at the back of the building? Is it really supposed to be assymmetric like that?
the image shows a part not proper. but wow....simply amazing _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
It already has a sky reflection, it's mostly noticeable on roof sections angled towards the front. I also tried out a bump map but it looked really messy at RA2 scale, I plan to try again once I've done everything else tho. _________________
It already has a sky reflection, it's mostly noticeable on roof sections angled towards the front. I also tried out a bump map but it looked really messy at RA2 scale, I plan to try again once I've done everything else tho.
yes i know, awesome work btw. but I've meant this golden thingly on top _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
Ah... I see, I'll add some reflection to the dome & see how it looks.
I'm having some problems tho. As I mentioned earlier I changed my location & thus also changed computer, which for some reason doesn't like this model. When I open it here one of the sections is corrupted, the vertexes are all over the place & it's lost the UVW mapping.
The same files still work correctly on the PC I was previously using tho, but I wont have accesses to that machine for another month. So do I either wait the month or spend a day or two remaking the effected part..? _________________
there is a way through chrome that you can access your computer. I had a friend show me. It works kinda like teamview program. work off any computer accessing your own, you can edit the model and still be saving on your other computer _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
I'm going to wait until I'm back in the Netherlands before I continue work on this. I started working on some other things while I was thinking about what to do & now I'm busy with them instead _________________
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