[Model] Afghan house render

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mrmong
Posts: 1214
Joined: 2006-01-14 14:48

[Model] Afghan house render

Post by mrmong »

Having a go at a static house, i think its to scale. i may or may not make it destructable.. im not really sure how to do it, also im not sure if i have to add anything to make the ladder useable.
the windows will be an alpha texture, not filled in like it is. i used the FFD tool to make the edges look a bit more wobbly.
You can go inside of it but im not sure if i have to make furniture or do it seperatly for a mapper to add.





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its only 1190 triangles so far, im a bit of a perfectionist in moddeling, i don't think any poly's are being wasted.

based of this.
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Last edited by mrmong on 2007-03-21 21:07, edited 1 time in total.
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soraflair
Posts: 394
Joined: 2005-09-12 20:31

Post by soraflair »

nice work, although I am not sure on the furniture.
Dylan
Posts: 3798
Joined: 2006-05-29 00:41

Post by Dylan »

Very good, now you need some textures. ;)
mrmong
Posts: 1214
Joined: 2006-01-14 14:48

Post by mrmong »

yeah, i just UV mapped most of it, are 1024/1024 texture sheets okay.
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matt.b
Retired PR Developer
Posts: 992
Joined: 2006-04-07 23:24

Post by matt.b »

good model. realtime statics for big enviroments are usually textured using layered 'pallettes' nowadays instead of individual textures per object. have a look at the stock bf2 textures, posts/tuts on bfeditor.org & at this tutorial for info- http://synthesisgraphics.com/tutorials/ ... meshes.htm
Hfett
Posts: 1672
Joined: 2006-06-10 20:50

Post by Hfett »

Very nice, make the furniture separete, so mappers can use the same house with diferent furniture aspects
www.joinsquadbrasil.com.br
mrmong
Posts: 1214
Joined: 2006-01-14 14:48

Post by mrmong »

'[R-DEV wrote:matt.b']good model. realtime statics for big enviroments are usually textured using layered 'pallettes' nowadays instead of individual textures per object. have a look at the stock bf2 textures, posts/tuts on bfeditor.org & at this tutorial for info- http://synthesisgraphics.com/tutorials/ ... meshes.htm
oh no, this is confusing me : (
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mrmong
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Joined: 2006-01-14 14:48

Post by mrmong »

i added the spiky things

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Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

Post by Maxfragg »

do the spikes as a flat whole thing, with transparent textures, to save polygones
mrmong
Posts: 1214
Joined: 2006-01-14 14:48

Post by mrmong »

its a texture with an alpha channel, i have about 4 or 5 planes on each side so i could make them go in different directions,

the texture sorta looked like this :

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mrmong
Posts: 1214
Joined: 2006-01-14 14:48

Post by mrmong »

i've only got to do the textures now, i used render to texture to make them look a bit better, im not sure how to do this crazy bf2 colour etail map things so ill just pass the model over to a DEV maybe.
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mrmong
Posts: 1214
Joined: 2006-01-14 14:48

Post by mrmong »

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done some textures. i haven't added normals yet ill do that later.
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mrmong
Posts: 1214
Joined: 2006-01-14 14:48

Post by mrmong »

could someone send me some rigged models of the british soldiers please, it'll be nice to make a little scene.
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mrmong
Posts: 1214
Joined: 2006-01-14 14:48

Post by mrmong »

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almost done, i added normal maps. it doesnt look great in the viewports as they don't support proper lighting, if i had an in game model viewer it would look better.
i cant render it anymore as it has DX9 shaders
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Dylan
Posts: 3798
Joined: 2006-05-29 00:41

Post by Dylan »

Looks great... Im surprised your thread has been ignored the past couple days.
Pantera
Posts: 11059
Joined: 2006-02-16 11:27

Post by Pantera »

awsome awsome awsome!!

great work dude, i really want to see that house ingame!!
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wasserfaller
Posts: 53
Joined: 2007-02-04 00:20

Post by wasserfaller »

i've been watching this thing develop for a while, gotta admit it looks badass. Can't wait to see if it makes it in game. Good job man.
GeZe
Retired PR Developer
Posts: 3450
Joined: 2006-02-09 22:09

Post by GeZe »

looks good.

remove the ladder though, mappers can put a ladder seperatly if they want.
mrmong
Posts: 1214
Joined: 2006-01-14 14:48

Post by mrmong »

aw it'll be one of those rubbish metal ones,
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