[Static Model] Russian themed static(s?)

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Z-trooper
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[Static Model] Russian themed static(s?)

Post by Z-trooper »

Hey guys, been working on a new enterable russian building since last night.
Originally made for space's map, so its no secret official PR asset.

before any of you go saying "man those windows are large" here are my main inspirations for this building:
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The building itself will be reskinned to a style more fitting his map, but I just though it would be cool and try and simulate the reference a bit. So it is sort of a "abandoned russian admin building" style at the minute hehe.

The building only uses a base pallet so far so the texture is by no means done.
The building will also get some wooden railing for the stairs which should look pretty nice when they are all done.


I'll probably make some more statics in this theme, and probably some more detailed ones as well (this one is only 3,5K tris @ lod0). But for now I will get back to my official PR duties :)

video tour of the inside will follow in a little while...
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Scot
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Re: [Static] Russian themed static(s?)

Post by Scot »

Looks very nice mate :)
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Pride
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Re: [Static] Russian themed static(s?)

Post by Pride »

wow, love it. Great work as per usual :)
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cyberzomby
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Re: [Static] Russian themed static(s?)

Post by cyberzomby »

Yea awesome!
Rhino
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Re: [Static] Russian themed static(s?)

Post by Rhino »

cool, thou its too blue at the moment. I also hope your using current textures in PR and not making new ones again, pr already has enough memory problems as it is :p
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Z-trooper
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Re: [Static] Russian themed static(s?)

Post by Z-trooper »

[R-DEV]Rhino wrote:cool, thou its too blue at the moment. I also hope your using current textures in PR and not making new ones again, pr already has enough memory problems as it is :p
EDITED: sorry wrong texture :D
using pr/textures/house01

but like I said, its going to be reskinned anyway ;) will be using same pallets as the apartment buildings on his map.
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Raniak
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Re: [Static] Russian themed static(s?)

Post by Raniak »

Looking good ! Can't wait to see more !
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Rhino
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Re: [Static] Russian themed static(s?)

Post by Rhino »

gdgd, thou it seems like your main ref looks to be a aircraft control tower which your kinda making into a office? :p
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Z-trooper
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Re: [Static] Russian themed static(s?)

Post by Z-trooper »

[R-DEV]Rhino wrote:gdgd, thou it seems like your main ref looks to be a aircraft control tower which your kinda making into a office? :p
yea, something me and space discussed. He wanted some sort of admin building for the map with that soviet sign on top.
We both liked that building and decided to get rid of the air control tower thingy.
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hiberNative
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Re: [Static] Russian themed static(s?)

Post by hiberNative »

feels very "stalker", so it has to be a good thing.
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Z-trooper
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Re: [Static] Russian themed static(s?)

Post by Z-trooper »

Really quick and dirty video. sorry for low frame rate and wierd clipping.. seems youtube didnt like widescreen so it cut it off :/



will be updated in the future with some more model elements and brand new texturing.


Feel free to leave suggestions and references for other statics you think the community maps could use - I wont promise that I will make them or how soon it will be done, but ideas never hurt ;)
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steve_06-07
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Re: [Static] Russian themed static(s?)

Post by steve_06-07 »

Ok I guess no1 is going to say anything. WTF is that green thing in the first pic infront of the building?!?! And the static looks good.
[img]http://www.realitymod.com/forum/uploads/signatures/sigpic21893_1.gif[/img]
SodaUnion
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Re: [Static] Russian themed static(s?)

Post by SodaUnion »

Maybe you could also add some overgrowth in the building to make it look old.
Tannhauser
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Re: [Static] Russian themed static(s?)

Post by Tannhauser »

steve_06-07 wrote:Ok I guess no1 is going to say anything. WTF is that green thing in the first pic infront of the building?!?! And the static looks good.
Ghostbuster's fat ghost pet.

Undergrowth can be added easily while mapping, and that would be more practical than adding undergrowth to the model itself.
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Rhino
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Re: [Static] Russian themed static(s?)

Post by Rhino »

SodaUnion wrote:Maybe you could also add some overgrowth in the building to make it look old.
overgrowth no, not as the same object as that's not possible, maybe added as a separate object by the mapper.

Vines growing up the wall done via a crack texture would be a good idea :)
Last edited by Rhino on 2009-03-18 23:23, edited 1 time in total.
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Z-trooper
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Re: [Static] Russian themed static(s?)

Post by Z-trooper »

yea just to clarify... that building is still WIP, its only two nights work so far.
And the texture was just for my tests and fun (its easier to allign UVs up when you have to match bricks and such :) )

anyways, the final thing will be something more along these lines (on the right), though this is just a 2min reskin using the same pallet.

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Rhino
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Re: [Static] Russian themed static(s?)

Post by Rhino »

you should also model some broken window pains and some broken glass, thou export the glass as a bundled mesh then add it as a child object, with also bits of glass on the floors of the rooms and the outside :)
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Z-trooper
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Re: [Static] Russian themed static(s?)

Post by Z-trooper »

All in good time my friend :) I have other assignments too ;)

Was a bit hard to show the interior, even with the video (again sorry for crappy framerate (dunno what youtube did to my vid :P )
so here are some floor plan shots. pretty simple but lots of rooms to search/hide.

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Some of the symmetry will also be removed (especially top level) as well as adding of more stuff here and there.


Btw do we have tables and chairs as seperate statics? if not I'll make some so the mapper can place them rather than the model artist.
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Rhino
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Re: [Static] Russian themed static(s?)

Post by Rhino »

cool thou I'm not really one for 2 stair cases, do they have them like that in russia?
[R-CON]Z-trooper wrote:Btw do we have tables and chairs as seperate statics? if not I'll make some so the mapper can place them rather than the model artist.
ye, but ehhh, kinda gey to have to place every table and chair. What's normally best is if tables, chairs and other props are all as a separate model to the main mesh, but all one complete model every table, chair etc then they are snapped onto the main model in the level editor so then they have there own separate lods and draw distances :)
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