[WIP] Static Objects

Discussion pertaining to the PR Brazilian & FARC Forces faction
Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [WIP] Static Objects

Post by Wilkinson »

[R-DEV]GhostDance101 wrote:Well the first thing I would say is you could make it look a lot better by adding some nice dirt layer and also some crack layer would be good...
Apart from that you could add some extra stuff to the lod0 like some electrical cabling or tv areal or something to jazz it up a bit...

Your model looks very well optimized as it is... and the cols look good.

Really the best way to get some good critical feedback is send it to Rhino. He will let you know if something is wrong. But the only way to be sure it works 100% is to just test the hell out of it and fix any bugs that you see.
Yeah.
IMO.
Rhino = Dog Sniffing Bug Finder
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Salmonella
Posts: 341
Joined: 2009-07-17 01:30

Re: [WIP] Static Objects

Post by Salmonella »

[R-DEV]GhostDance101 wrote:...adding some nice dirt layer and also some crack layer would be good...
i agree with you that this crack and dirt gives a more "natural" looking, mainly on old ME and China's buildings, which are real old, cracked and dirty.

the statics I'm trying to represent are from fresh established "cities", for example Marechal Thalmaturgo was founded in 1992!! Furthermore, most of houses are that simple and uses white or vivid colors on their walls, you see!!
http://www.panoramio.com/photo/27663731
http://www.panoramio.com/photo/28503429
http://www.panoramio.com/photo/20825368

Course I'll try to add some variations, abandoned houses, constructions sites etc, but for this house that’s it.

I sent the files for Rhino, anyone else that may be in position/willing to evaluated it, just PM me...
Last edited by Salmonella on 2009-12-18 21:08, edited 1 time in total.
Paladin Necroman
Posts: 90
Joined: 2009-12-29 18:08

Re: [WIP] Static Objects

Post by Paladin Necroman »

Taking as an example the first images, just to remind you this:

I dunno if you'r in the middle of the process and u'r gonna finish and add more stuff but I think it looks a bit raw, it lacks some garbage and small objects near it and at the walls, so it doesnt look so detached from the surroundings of a real city or village. I just want to remind you to create some small objects and small details just to make the ambientation perfect.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [WIP] Static Objects

Post by Rudd »

mappers place things like tables, garbage cans etc themselves mate
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Salmonella
Posts: 341
Joined: 2009-07-17 01:30

Re: [WIP] Static Objects

Post by Salmonella »

Paladin Necroman wrote:Taking as an example the first images, just to remind you this:

I dunno if you'r in the middle of the process and u'r gonna finish and add more stuff but I think it looks a bit raw, it lacks some garbage and small objects near it and at the walls, so it doesnt look so detached from the surroundings of a real city or village. I just want to remind you to create some small objects and small details just to make the ambientation perfect.
I see you trying to increase your post count, I hope it isn't the only reason for you to wrote this, but I'll give you a try.
I need to make bucnh of thing to create the ambientation, such Lamp Poles, water towers, fences, house objects, but theres a long way.
[R-CON]Rudd wrote:mappers place things like tables, garbage cans etc themselves mate
yeah, but for the mapper(me) have something to place, the modeler(me) must to make it first aheiuaheiuaie
LoopBrasil
Posts: 14
Joined: 2009-09-02 15:22

Re: [WIP] Static Objects

Post by LoopBrasil »

Salmonella wrote: yeah, but for the mapper(me) have something to place, the modeler(me) must to make it first aheiuaheiuaie
No worries Loop's here =D

I still want to meet with ya.
Salmonella
Posts: 341
Joined: 2009-07-17 01:30

Re: [WIP] Static Objects

Post by Salmonella »

Image

I'll do some small sets of objects apart from the main object, so the "mapper" can choose to use it or not.
MMad
Posts: 190
Joined: 2006-03-26 02:36

Re: [WIP] Static Objects

Post by MMad »

Yeah, that looks real good. :)
Matheusferri
Posts: 51
Joined: 2009-12-13 22:28

Re: [WIP] Static Objects

Post by Matheusferri »

wow!! i loved the house !! :D
Paladin Necroman
Posts: 90
Joined: 2009-12-29 18:08

Re: [WIP] Static Objects

Post by Paladin Necroman »

Look, i love this game, i'm new, i just joined this forum, and i did it specially to give it a opinion wich i felt appropriate to another specific subject i saw, wich i thought a diferent one would be perfect for the situation, so, i did it for a good reason, not just to "increase my number of posts". That's just how gaming community works.

I felt your interpretation of what i said completly off the context, because it looks like uou took it as a personal offense.

All i want is give a constructive advice. Some people just don't have this mentality and imply you are simply looking for something to criticize.

You assume i want to compete with the number of posts? Come on, that's kind of ridiculous and immature.

If u think that's not important, well, then you can just ignore all i said and keep it your way, but that creates trouble in efficient enviroment as work, or when people like me come up to say whatever to you, trying to give you a advice in good will, at work or at whatever you are trying to do that can't envolve such reaction to everything people do or say, that creates barrers.
Last edited by Paladin Necroman on 2009-12-30 21:23, edited 21 times in total.
Salmonella
Posts: 341
Joined: 2009-07-17 01:30

Re: [WIP] Static Objects

Post by Salmonella »

Paladin Necroman wrote:Look...
I didn't ignored what you said, in fact I agreed with you and started to make something related to it. If you read it again.
Salmonella wrote:I see you trying to increase your post count, I hope it isn't the only reason for you to wrote this, but I'll give you a try.
I just noticed that you wrote several pointless posts in a row on others threads, and I was hoping this last post wasn't only to increase your PostCount like the previous ones.

I really appreciatte critics, but I hate random "cool" ideias or spamin' "great!", "I can't wait blabla...!" "blablabla"...
Paladin Necroman
Posts: 90
Joined: 2009-12-29 18:08

Re: [WIP] Static Objects

Post by Paladin Necroman »

I'd consider that helpfull, because that's just feed-back. If i was doing something, i'd like to have that kind of feedback "it's good" "i like it" etc...
:smile:
Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: [WIP] Static Objects

Post by Tim270 »

Paladin Necroman wrote:I'd consider that helpfull, because that's just feed-back. If i was doing something, i'd like to have that kind of feedback "it's good" "i like it" etc...
While giving credit to how good something is, is useful, constructive criticism is 10x more useful.
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Salmonella
Posts: 341
Joined: 2009-07-17 01:30

Re: [WIP] Static Objects

Post by Salmonella »

Alright then, I was trying a "dirtier" house to practice the dirt/crack layers, its even trickier and boring than the color/detail, I couldn't find a way to fit the crack layer on irregular surfaces like in the wall hole.

Another bad thing, the first tile textures I was using was originally from the FH2 mod, and I can't get a answer from the owners, so I had to work with a free texture for the roof, need refining...

The house is about 1200 tris, with a simple interior and a wall hole exit.
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Last edited by Salmonella on 2010-01-04 20:50, edited 1 time in total.
Hauteclocque
Retired PR Developer
Posts: 3312
Joined: 2008-10-02 17:55

Re: [WIP] Static Objects

Post by Hauteclocque »

Salmonella wrote:Another bad thing, the first tile textures I was using was originally from the FH2 mod, and I can't get a answer from the owners, so I had to work with a free texture for the roof, need refining...
Just my advice, you should ask [R-DEV]AfterDune or tell [R-COM]FPaiva to do so, for any borrow, trade you could do. It's the way we are told to do in community factions, and it's generally easier to have what you need when it comes from a PR developer himself. ;)
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GhostDance101
Retired PR Developer
Posts: 473
Joined: 2008-05-24 20:19

Re: [WIP] Static Objects

Post by GhostDance101 »

Salmonella wrote:Alright then, I was trying a "dirtier" house to practice the dirt/crack layers, its even trickier and boring than the color/detail, I couldn't find a way to fit the crack layer on irregular surfaces like in the wall hole.

Another bad thing, the first tile textures I was using was originally from the FH2 mod, and I can't get a answer from the owners, so I had to work with a free texture for the roof, need refining...

The house is about 1200 tris, with a simple interior and a wall hole exit.
Image

Looking good. Maybe adding a simple door frame would be nice. The roof tile texture looks pretty good but maybe a bit over saturated and dark.
Glimmerman
Retired PR Developer
Posts: 3237
Joined: 2007-08-14 11:12

Re: [WIP] Static Objects

Post by Glimmerman »

Looks good, are these house types specific for the region or are they more common in South America?
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [WIP] Static Objects

Post by Rhino »

http://img189.imageshack.us/img189/701/oldex.jpg

the whole in the back looks very unrealistic, from any kind of damage.

Roofing tiles should not be on the underside of the roof and I would smooth the sides of the roof (not the front ends) so that you get the effect of the tile looking more realistic instead of a flat edge when it curves over :)

You should also not have the entire rafter going though the entire house if its not seen on the other side, like the ones going up into the top of the roof, cut it off so only the bit that is seen is there. I would also consider doing the same for the rafters that apear at both sides of the roof, cutting out the centre. Sure its a few more polys thou in theroy it is easier for a GFX card to render thous few extra tris than to render useless material that the player can't see and is liable to Zfight.
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Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: [WIP] Static Objects

Post by Tim270 »

Yeah I would close that hold on the back up and chip the corners a little bit or a chip the base in the mesh, a whole on the bottom looks a little extreme as the rest of the house is in a good condition.
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zenrique
Posts: 307
Joined: 2007-08-18 22:04

Re: [WIP] Static Objects

Post by zenrique »

'[R-DEV wrote:Rhino;1225464']http://img189.imageshack.us/img189/701/oldex.jpg

the whole in the back looks very unrealistic, from any kind of damage.

Roofing tiles should not be on the underside of the roof and I would smooth the sides of the roof (not the front ends) so that you get the effect of the tile looking more realistic instead of a flat edge when it curves over :)

You should also not have the entire rafter going though the entire house if its not seen on the other side, like the ones going up into the top of the roof, cut it off so only the bit that is seen is there. I would also consider doing the same for the rafters that apear at both sides of the roof, cutting out the centre. Sure its a few more polys thou in theroy it is easier for a GFX card to render thous few extra tris than to render useless material that the player can't see and is liable to Zfight.
This kind of baked clay roof is very common in Brazil, and sometimes the wood support structure is visible from underneath even inside the houses (they don't have an "internal" ceiling), specially in rural or poor areas, so players inside these houses should be able to see it when looking up. Similar to this (but not so shiny and new, of course):

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A perspective view:
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