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Forgotten Construction Yard(WIP)
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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Thu Jul 10, 2008 4:24 pm    Post subject:  Forgotten Construction Yard(WIP)
Subject description: First 3D Building
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My first 3D Building using Blender.

This is still WIP but Comment please.

Edit : new version updated.



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Last edited by GameMaster0000 on Sat Jul 12, 2008 4:36 pm; edited 2 times in total

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MrFlibble
Cyborg Firebomber


Joined: 28 Feb 2005
Location: 3,000,000 years away from Earth

PostPosted: Thu Jul 10, 2008 4:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm no specialist in this, but I think it lacks detail and textures so far Smile You know some barrels, a fence, something in that vein.

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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Fri Jul 11, 2008 12:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes it no detail yet cause it still WIP. I must imagine more texture and make it

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L()KI
Tiberian Beast


Joined: 04 Mar 2006
Location: Skylab

PostPosted: Fri Jul 11, 2008 12:39 am    Post subject: Reply with quote  Mark this post and the followings unread

LEGO....make a lego con yard....scratch that make a lego mod while you at it

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Fri Jul 11, 2008 12:59 am    Post subject: Reply with quote  Mark this post and the followings unread

has anyone actually started a lego mod? It's been brought up so many times...

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Fri Jul 11, 2008 9:20 am    Post subject: Reply with quote  Mark this post and the followings unread

there was one in ancient times...
look at sleipnir´s

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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Sat Jul 12, 2008 3:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

New Version Updated but still unfinish.



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Jul 12, 2008 4:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

better than the first version, but it still needs a lot of work.
-find better textures which look more like metal/stone than the currently used smoke or noise texture. bumpmaps can help too, to enhance the realistic feeling. in the end you should use noise on your metal texture only to add some dirt to the building so it fits better into the TS atmosphere.
-the crane needs more work. create some joints which look like they could really work.
-don't use simple shapes like boxes and cylinder that much. make some parts smaller, extrude here and there something, chamfer an edge etc
-add some more small details like windows, pipes, boxes, lights etc
-lighteffects are very useful to enhance the realistic feeling e.g. a light inside of the conyard which you can see through some of the windows.
-adjust your light sources. use a shadow casting light of about 0.75 intensity and a non shadow casting ambient light source with 0.5 intensity. This way the parts of the building which are in the shadow aren't that dark.

please leave the picture of the old version in your first post so we can see how you evolved your work. it could also help others if they can see which changes actually make an shp better looking.

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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Sat Jul 12, 2008 4:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
better than the first version, but it still needs a lot of work.
-find better textures which look more like metal/stone than the currently used smoke or noise texture. bumpmaps can help too, to enhance the realistic feeling. in the end you should use noise on your metal texture only to add some dirt to the building so it fits better into the TS atmosphere.
-the crane needs more work. create some joints which look like they could really work.
-don't use simple shapes like boxes and cylinder that much. make some parts smaller, extrude here and there something, chamfer an edge etc
-add some more small details like windows, pipes, boxes, lights etc
-lighteffects are very useful to enhance the realistic feeling e.g. a light inside of the conyard which you can see through some of the windows.
-adjust your light sources. use a shadow casting light of about 0.75 intensity and a non shadow casting ambient light source with 0.5 intensity. This way the parts of the building which are in the shadow aren't that dark.

please leave the picture of the old version in your first post so we can see how you evolved your work. it could also help others if they can see which changes actually make an shp better looking.


Thank for suggestion I must do a lot of work.

BTW. LKO what 3D program that you use.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Jul 12, 2008 4:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

3dsmax6

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Holy_Master
Commander


Joined: 21 Jul 2004
Location: Thailand

PostPosted: Sun Jul 13, 2008 12:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. ใส่ object น้อยเกินไป และตัวกล่องมีการ modify รูปแบบน้อย

2. เพราะใช้ object พื้นฐานที่แทบไม่มีการเพิ่มเติมอะไรเท่าไหร่ทำให้ detail ดูไม่น่าประทับใจ

3. Texture เรียบง่ายเกินไป เมื่อใช้กับ model ที่มี object ไม่กี่ชิ้นแล้วมันแทบจะไม่ได้ช่วยให้ model ดูดีขึ้นเลย

4. ถ้าว่างก็ติดต่อผมทาง MSN ผมจะให้ model ฐานที่ผมทำให้ไปศึกษา

5. จงใช้เวลากับมันในการเพิ่ม detail ให้มากกว่านี้

ขอแค่ทำ model ได้ edit poly / uvw ได้ ผมเชื่อว่าพื้นฐานคุณ ok พอที่จะทำฐานรายละเอียดเทียบเท่า ROS

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Sun Jul 13, 2008 12:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

and now an english version may be of use Confused

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Denmon
General


Joined: 12 Jun 2004
Location: /S/weden

PostPosted: Sat Jul 19, 2008 5:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Holy_Master wrote:
1. ใส่ object น้อยเกินไป และตัวกล่องมีการ modify รูปแบบน้อย

2. เพราะใช้ object พื้นฐานที่แทบไม่มีการเพิ่มเติมอะไรเท่าไหร่ทำให้ detail ดูไม่น่าประทับใจ

3. Texture เรียบง่ายเกินไป เมื่อใช้กับ model ที่มี object ไม่กี่ชิ้นแล้วมันแทบจะไม่ได้ช่วยให้ model ดูดีขึ้นเลย

4. ถ้าว่างก็ติดต่อผมทาง MSN ผมจะให้ model ฐานที่ผมทำให้ไปศึกษา

5. จงใช้เวลากับมันในการเพิ่ม detail ให้มากกว่านี้

ขอแค่ทำ model ได้ edit poly / uvw ได้ ผมเชื่อว่าพื้นฐานคุณ ok พอที่จะทำฐานรายละเอียดเทียบเท่า ROS


Ramalama ding dong

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Sat Jul 19, 2008 6:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

They are both from Thailand :p

You're lucky enought its not Chinese,or else you were running nuts #Tongue

Strangely,I'm the only 3D guy from south Europe here at PPM.

If you know any romanian except mireazma it would be perfect #Tongue

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Jul 19, 2008 6:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Denmon wrote:
Ramalama ding dong
Laughing sorry i can't withstand to spam, but this was just hilarious. you wrote my thoughts Laughing

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Sat Jul 19, 2008 7:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Add in some antennas or aerials... #Tongue

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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Mon Jul 21, 2008 2:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Destiny wrote:
Add in some antennas or aerials... #Tongue


This is consyard I think it not fit to add antennas on it.

My Forgotten concept is use old tech(TD tech) so their consyard should not look hi-tech too much.

But now I'm lacking on idea to add detail on it.

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tobiasboon46
Shrapnel Sniper


Joined: 09 Sep 2005
Location: Argentina

PostPosted: Mon Jul 21, 2008 2:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Can you export to 3DS or MAX?
Then I'll see what I can do...
(For what I know Blender can import to these formats...but feel free to ignore this vague memory...)

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Err...the image above means no offence to the american people...It's a bit of what I feel about it's gov't >_>

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Apex
General


Joined: 24 Dec 2005
Location: Final Alert 2

PostPosted: Mon Jul 21, 2008 6:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Blender can export in basically any common 3D format(and some uncommon)

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jul 21, 2008 9:55 am    Post subject: Reply with quote  Mark this post and the followings unread

GameMaster0000 wrote:
But now I'm lacking on idea to add detail on it.

-add a spinning fan (like the 2 on the good old TD Conyard)
-some small pipes coming out from the smokestack base building
-fix the crane joints
-add a ground texture that looks like concrete
-add some small windows and ventilation openings
-add a small spotlight
etc

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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Mon Jul 21, 2008 1:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh, I forgot to post lastest version of it.



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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Mon Jul 21, 2008 2:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

That tower needs some more detail

also try giving it an ingame look.

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Denmon
General


Joined: 12 Jun 2004
Location: /S/weden

PostPosted: Mon Jul 21, 2008 5:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Whenever in doubt, always think:
Moar!

And by this I mean:
1. Moar pollies
2. Moar highres textures.
3. Moar detail.

I mean, that crane can be so much more realistic, the main building can be so much more then 32 pollies(excluding the vents) and that chimney thing can be so much more then a box with two pipes on it.

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tobiasboon46
Shrapnel Sniper


Joined: 09 Sep 2005
Location: Argentina

PostPosted: Mon Jul 21, 2008 7:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'll help you if you send me your model exported...

EDIT: SPLINES! They'll make your robot arm joints look better than if you use cylinder primitives...this also counts for the barrels...

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