[WIP] Static Objects

Discussion pertaining to the PR Brazilian & FARC Forces faction
FPaiva
Posts: 667
Joined: 2008-10-02 19:46

[WIP] Static Objects

Post by FPaiva »

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Models by Salmonella & TheWill (Away member)
ledo1222
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Joined: 2009-03-16 01:39

Re: [WIP] Static Objects

Post by ledo1222 »

Salmonella & TheWill nice work i can see a sniper pinning down a sq from the Church tower. :wink:
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Glimmerman
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Re: [WIP] Static Objects

Post by Glimmerman »

Are you also making some cocaine lab statics?
General_J0k3r
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Re: [WIP] Static Objects

Post by General_J0k3r »

[R-COM]Glimmerman wrote:Are you also making some cocaine lab statics?
lol. cocaine labs ftw :lol:
Glimmerman
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Re: [WIP] Static Objects

Post by Glimmerman »

Perhaps decorate the buildings with some commie propaganda posters of Ché, Manuel Marulanda, to give the impression the FARC was there.
LeBubuSauvage
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Joined: 2009-05-19 11:30

Re: [WIP] Static Objects

Post by LeBubuSauvage »

Very nice work, these look like some basic settlement near some gold mine in Amazonia =D
Rhino
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Re: [WIP] Static Objects

Post by Rhino »

cool nice work but ehhh, these statics look to be made in the wrong way...

Please read this tut on texture palettes, this is how all statics should be skinned: https://www.realitymod.com/forum/f189-m ... ettes.html
'[R-COM wrote:FPaiva;1189747']
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ehhh, making buildings into jigsaw puzzels / kits like this is a REALLY BAD move. Trust me, I did it with the new Afghan Buildings and yes on the + side it dose allow the mapper to be much more creative with the statics he has to hand BUT, these take ages to lightmap even in 3DsMax. I could lightmap a really complicated building with a huge lightmap like the muttrah mosque in 1/10th of the time than it took to lightmap one building made out of all its kits bits, as well as lightmap seems can come up after they have been lightmapped between all the bits. Next is lots of bits not joined together well ingame, sometimes just the mappers fault but sometimes its due to if the building is rotated or something, the editor dosen't save the object's position to enough decimal places in order to be in the exact spot where it is fine, so its offset after the save. Then next is performance issues, lots of hidden faces and you generally get bad performance from the engine trying to work with so many objects, processing there LODs, COLs etc.

You are far better off just making lots of versions of the same building in max, thou not too many mind you.

'[R-COM wrote:FPaiva;1189747']
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need to work on your UVs some more but that should come when you skin it with palettes anyways.

'[R-COM wrote:FPaiva;1189747']
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cool digger, thou pretty low detail, would look into adding much more detail onto it, and again, skinning it with some palettes. There is even a palette for track textures in objects/vehicles/common/tank_tracks_c.dds iirc.
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Salmonella
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Re: [WIP] Static Objects

Post by Salmonella »

[R-DEV]Rhino wrote:cool nice work but ehhh, these statics look to be made in the wrong way...
ehhh, making buildings into jigsaw puzzels / kits like this is a REALLY BAD move.
You are far better off just making lots of versions of the same building in max, thou not too many mind you.
I really wasn't aware about that, in fact a don't know anything about lightmapping, i'll need some help...
[R-DEV]Rhino wrote:need to work on your UVs some more but that should come when you skin it with palettes anyways.
I just make the models, these are my first attempt to texture something, since our offical UVmapper and Texturer is kind away of these boring buildings.
Rhino
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Re: [WIP] Static Objects

Post by Rhino »

Salmonella wrote:I just make the models, these are my first attempt to texture something, since our offical UVmapper and Texturer is kind away of these boring buildings.
Then you really need to learn how to UV to texture palettes.

If a static modeller can't UV to a palette (and make lods, cols and export the model), then he is pretty much useless tbh.

It isn't something that is too hard to grasp once you get the hang of it and my tut should make it very easy to learn how to use the palettes so just run though my tut ;)
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=Toasted=
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Re: [WIP] Static Objects

Post by =Toasted= »

I think it would be cool to have a version of that digger static, where its a rusted hunk of metal covered in some overgrowth and stuck in some mud, or a deep rut in the ground. ;-)

...Yes, that was random, but I think it would add to the atmosphere of an abandoned logging area, now functing as a military base/outpost, which would also be a cool map location in my opinion. :smile:
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Salmonella
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Re: [WIP] Static Objects

Post by Salmonella »

I followed rhino's suggestion on the default textures paletes, but still can't get a nice look, but I think its enough to generic house role.
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Last edited by Salmonella on 2009-12-10 04:50, edited 2 times in total.
Bellator
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Re: [WIP] Static Objects

Post by Bellator »

The above is very nice and generic. If its possible, in addition to turquoise, make it in several colours, like pale red, green and perhaps dirty yellow or something. I don't know much about texturing, but I'd imagine that wouldn't take great amount of time. And as these statics will be probably used several times, not all of them would look the same as a result.
Salmonella
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Re: [WIP] Static Objects

Post by Salmonella »

texturing this houses was easier than I tought, I just need to find find better roof textures...
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Hans Martin Slayer
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Re: [WIP] Static Objects

Post by Hans Martin Slayer »

The roof texture on the bottom right pic looks a bit stretched/ odd to me. Top right roof looks pretty good imo.

All in all i'd say really solid work.

But i'm not a modeler/ texture artist. ;-)
Rhino
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Re: [WIP] Static Objects

Post by Rhino »

your coming along, thou first of all your roof is sitting far too much over the edge of the building, epically compared to your ref and you really need to look into tiling your textures more. Your floor texture since its square tiles needs to be kept square which it looks like you have done for the most part on your latest version, but they are way too big at the moment and look pixely. Should look into tiling them more.

Also you might find some better roofing textures in objects/staticobjects/pr/textures/ and in pr/textures/militiaback/

You should also not use any texture large texture palettes which wont be used with this object, like dont use any Chinese textures if this object is not going to be mixed in with any Chinese statics etc, unless you plan to be using that texture palette a lot for a new set of buildings your making for some other theme since otherwise its not worth loading that palette just for that one building, totally takes away from the point of using palettes in the first place ;)

You should also look into exploring LODs and COLs and get one static 100% done before you go onto making other statics that you dont get fully completed ;)
Last edited by Rhino on 2009-12-10 11:58, edited 1 time in total.
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-=Hk=-Cap.Geoffry
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Joined: 2009-10-09 14:53

Re: [WIP] Static Objects

Post by -=Hk=-Cap.Geoffry »

is very perfect!
Salmonella
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Re: [WIP] Static Objects

Post by Salmonella »

[R-DEV]Rhino wrote:...You should also look into exploring LODs and COLs and get one static 100% done before you go onto making other statics that you dont get fully completed ;)
thanks for the advises,
so you think its better to create a custom palete cutting and pasting the ones I used? I used 10% of mecity_01_de.dds/common_c.dds, and militia_roof don't have bump maps.

about the tiling, I really messed up with the first turquoise model, I'll fix it, but a don't think the squares must be smaller, you see this textures on ME buildins and it is double sized.

the roof, yeah they look bigger, in fact, it is 60cm off the wall, its kind usual, I think the house itself is smaller than the reference. nothing to worry about.

LODs, by PR standars medium house should use up to 4000tris, the yellow one have 975tris, so I think I can use the actual models as lod 1, and spend 1K tris on roof structure and windows.
Rhino
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Re: [WIP] Static Objects

Post by Rhino »

custom textures should only be made when there is simply no other option or your making a entire new set of statics that will be using this new texture(s) to make it worth it. If you start crating a new texture for every static you make, it completely defeats the point of texture palettes.

and any static should have LODs, 1k tris is more than enough to justify a few lods on the model.
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TrueTypeSansSerif
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Re: [WIP] Static Objects

Post by TrueTypeSansSerif »

I can picture searching for caches in the favelas :-D
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