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[Static] Mini Light house

Posted: 2011-06-24 19:45
by seb120
This is for [RCON] Pleym's map. One is for on land and the other one is off shore.
References:
http://img204.imageshack.us/img204/246/a47lilletorungenfyrogly.jpg
http://img192.imageshack.us/img192/1540/dalenfyr2007l.jpg

Im not trying to make the second larger one exactly like it is in the picture, just making it based of of it. I still have a few more things to add to the larger one.
Renders:
Image
Image
737 polys on the smaller one, 624 on the larger one.

Wireframe:
http://img560.imageshack.us/img560/5115/wireframes.jpg

Im not sure what else to add on the smaller one, i'd like some advise on what you think would make it better. Crits are welcome :) .

Also, im not to sure about the ladder, if anything i want to replace it with the one already ingame but i dont know how to do that, or i will leave it out completely.

Re: [Static] Mini Light house

Posted: 2011-06-25 14:12
by Doc.Pock
you give ladders and sutff in the editor as a child object. so just delete it

Re: [Static] Mini Light house

Posted: 2011-06-25 16:03
by pleym
Doc.Pock wrote:you give ladders and sutff in the editor as a child object. so just delete it
btw the ladders have to be 90* vertical, or it wont work.

Re: [Static] Mini Light house

Posted: 2011-06-26 10:57
by Rhino
Looks like a pretty good start, although on your big lighthouse, you should add more sides to your base, its currently very blocky for such a large object.

Also looks like you need to clean up your smoothing in some places, you might want to check this tut out: YouTube - ‪3D Studio's Max Smoothing Groups Tutorial‬‏

Also on your small lighthouse, the stands seem to have an extra edge in there which they don't look to need?

On the issue of ladders, you generally don't make custom ones as already stated and you certainly don't make them as part of the main model as you have done as like already stated, they are placed on the building via code as a child object, or in the level editor by the mapper (in this case, best to place them on as a child object, small tut on it here: https://www.realitymod.com/forum/f189-m ... atics.html

[quote=""'[R-CON"]pleym;1615833']btw the ladders have to be 90* vertical, or it wont work.[/quote]

This is also correct, if you rotate a ladder from its default vertical state, very odd things will happen and that's not at all good.

There is how ever a way around having a slanted ladder like you want but without rotating it, much like I did with the Afghan v2 Ladders:
Image

This can be archived by exporting the ladder at a slant, but keeping the col2 and col1 meshs vertical which ye looks a little odd as the ladder starts really close when you at the bottom and then the ladder gets further away as you climb up, as you are climbing up vertically, but you still get off the ladder in around abouts the right place although you can't have your ladder too slanted but I can't recall the limits, you would have to do some testing there.
Image

Isn't very hard to export a ladder, they are just like a normal static but the code is a little different and you just assign the "ladder_front" col mesh to the col2 mesh, lods and the other col0 are pretty much the same.

I can't really give you much more feedback than that, for the reasons I just gave to Psyrus on his garage static.
'[R-DEV wrote:Rhino;1616105']
NautaFIN" wrote:A tip about the lighting: Use "Skylight" with shadows enabled and 30 rays per sample instead of n+1 spotligths :) looks alot better. (Well, IMO atleast.)
This is actually a really bad tip tbh. Doing a skylight render ye makes everything look nice but that's because it softens up the model and hides all the errors so from a feedback POV its totally the opposite you want to be doing...

Please take note of this topic here on how you should present your model etc: https://www.realitymod.com/forum/f388-p ... ssets.html


I can't really give you much more feedback as your model currently stands, although I don't think you need to model the hinges in this case as small ones like that will be 90% hidden and should also be on the texture and if they are not, they wont be missing. The reason why I modelled them on my shed was because shed ones are huge :p

Re: [Static] Mini Light house

Posted: 2011-07-01 21:44
by seb120
Thanks for the help, ive been trying to find time to work on it, here is some small progress with the proper pictures :)

Wireframes:
top
left
front

Edged Faces:
top
left
front
back

other:
http://img232.imageshack.us/img232/2862/noedges.jpg

Re: [Static] Mini Light house

Posted: 2011-07-02 12:53
by pleym
Looks better for each day that goes :p

Re: [Static] Mini Light house

Posted: 2011-08-05 02:06
by seb120
Here is another small update (finally :o ops :) . I've decided to make a spiral staircase for the "big" one:
Picture 1
Picture 2
Picture 3
I don't think that the steps going into the main body of the tower looks too good, might change it.

Re: [Static] Mini Light house

Posted: 2011-08-05 02:52
by AFsoccer
seb120 wrote: I don't think that the steps going into the main body of the tower looks too good, might change it.
One thing I noticed is that the stairs don't seem like the same scale, and thus why they don't look right. You might want to try making them smaller and more of them and see if that helps.

Re: [Static] Mini Light house

Posted: 2011-08-05 14:11
by PoisonBill
[R-DEV]AFsoccer wrote:One thing I noticed is that the stairs don't seem like the same scale, and thus why they don't look right. You might want to try making them smaller and more of them and see if that helps.
I don't now what these oil containers are called, but it could the stairs could match pretty well.

Image

Re: [Static] Mini Light house

Posted: 2011-08-05 18:17
by seb120
Thanks for the help, im changing it and adding a few things, i will post update in a few days(or next week because im going on vacation)

Re: [Static] Mini Light house

Posted: 2011-08-05 18:48
by PoisonBill
seb120 wrote:(or next week because im going on vacation)
Have fun! :lol: