Iron Tower Studio ForumsRPGCyclopean (Moderator: Scott)3D art: Pawn Shop, new props 01-14-10
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Author Topic: 3D art: Pawn Shop, new props 01-14-10  (Read 6471 times)
VonVentrue
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« Reply #15 on: December 31, 2009, 07:50:11 AM »

Very nice, keep striving for a bit more "depressing, old & dirty" feel.
Love the attention to detail, that old mantle clock warms my heart.
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One Wolf
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« Reply #16 on: January 01, 2010, 01:29:37 AM »

Very nice.  The only suggestion I would make - and it's worth nothing by my own admission - is clutter, much more clutter.  I love looking around some pawnshops because there's just stuff on top of stuff covering every surface.  The more rundown shops have such a mysterious feel to them.
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Scott
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« Reply #17 on: January 01, 2010, 01:05:42 PM »

Clutter takes time.  Every little thing has to be modeled and texture mapped.  I'm trying to model objects that can be used as props in other scenes, and to make run down versions of things which can be made new elsewhere.  There's more to come.
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Tuomas
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« Reply #18 on: January 01, 2010, 03:35:05 PM »

Looks great!
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FireStomp
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« Reply #19 on: January 01, 2010, 05:40:49 PM »

ALL HAIL THE VICTROLA.
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Oscar
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« Reply #20 on: January 01, 2010, 06:26:29 PM »

Sweet!
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caster
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« Reply #21 on: January 01, 2010, 09:53:23 PM »

Wicked turntable man...

Now only if i could buy a second one and make some connections between them with few big switches...
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Frosty
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« Reply #22 on: January 02, 2010, 02:01:08 PM »

I don't know any thing about the game but that setting looks like the late 1920s or right before the depression early 30s.
If that is so I recommend keeping things clean the people of that time period were neat freaks. even low end shops the public area would be absolutely spotless even if the back room was a pig sty
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andyn
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« Reply #23 on: January 04, 2010, 10:52:58 AM »

Looks good especially on the props, the building seems a little snug and boxy right now, may be a bit pathing unfriendly, I think the walls would definitely benefit from the same attention you've given the props too.

Don't know how far along you are towards final art but on the pipeline side you'll save a lot of effort if you design the footprint of your room interiors around a small grid so they can be snapped together as instances in max to quickly make new floorplans. Nice and easy to make changes, plan a texture set or swap out Lod models. sorry for being presumptuous but i made a mini room set to illustrate

http://img98.imageshack.us/img98/53/tilesn.jpg
http://img137.imageshack.us/img137/2548/tilesa.jpg

Anyway look forward to more art updates and stories, been wanting to see a cthulhu rpg for ages
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Oscar
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« Reply #24 on: January 04, 2010, 11:19:34 AM »

Looks good especially on the props, the building seems a little snug and boxy right now, may be a bit pathing unfriendly, I think the walls would definitely benefit from the same attention you've given the props too.

Don't know how far along you are towards final art but on the pipeline side you'll save a lot of effort if you design the footprint of your room interiors around a small grid so they can be snapped together as instances in max to quickly make new floorplans. Nice and easy to make changes, plan a texture set or swap out Lod models. sorry for being presumptuous but i made a mini room set to illustrate

http://img98.imageshack.us/img98/53/tilesn.jpg
http://img137.imageshack.us/img137/2548/tilesa.jpg

Anyway look forward to more art updates and stories, been wanting to see a cthulhu rpg for ages

That looks pretty awesome!
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VonVentrue
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« Reply #25 on: January 04, 2010, 11:44:48 AM »

Looks good especially on the props, the building seems a little snug and boxy right now, may be a bit pathing unfriendly, I think the walls would definitely benefit from the same attention you've given the props too.
Don't know how far along you are towards final art but on the pipeline side you'll save a lot of effort if you design the footprint of your room interiors around a small grid so they can be snapped together as instances in max to quickly make new floorplans. Nice and easy to make changes, plan a texture set or swap out Lod models. sorry for being presumptuous but i made a mini room set to illustrate
http://img98.imageshack.us/img98/53/tilesn.jpg
http://img137.imageshack.us/img137/2548/tilesa.jpg

Excellent suggestion! Practical knowledge which you can borrow and apply to your project - go for it, Scott.
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Scott
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« Reply #26 on: January 04, 2010, 12:27:58 PM »

Looks good especially on the props, the building seems a little snug and boxy right now, may be a bit pathing unfriendly...
AoD works on a 1m x 1m grid system where one square is either occupied (by an obstacle, including a wall or an avatar) or unoccupied.  Walls run through the center of a grid square while doorways open across a square.  This makes for very easy collision mesh construction, and I'm hoping also for easy pathfinding.  In the Pawn Shop there are 4 meters of space east/west and 2 north/south on the entrance side of the counter.  However, it might get crowded if the player had three followers with him.

Quote
Don't know how far along you are towards final art but on the pipeline side you'll save a lot of effort if you design the footprint of your room interiors around a small grid so they can be snapped together as instances in max to quickly make new floorplans.
It's something I had in mind at first, but I'm not convinced it will be efficient for Cyclopean.  I will want to reuse assets for residential housing and warehouse type spaces, but in those cases it might be just as efficient to tweak entire floorplans and/or swap out texture maps.

Quote
sorry for being presumptuous but i made a mini room set to illustrate
Not presumptuous at all, feedback is always welcome.


* pawnshop_grid.jpg (150.61 KB, 640x480 - viewed 90 times.)
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Oscar
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« Reply #27 on: January 04, 2010, 01:33:13 PM »

Will you allow going into the back store?
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Scott
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« Reply #28 on: January 04, 2010, 01:53:37 PM »

Yes, but there's no reason to go behind the counter unless you are robbing the place.  There's a horizontal door in the counter on the far right and the stairs to the second floor in the back.
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Oscar
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« Reply #29 on: January 04, 2010, 02:25:06 PM »

Just asking because of the tile disposition. The character would have half of the body in the wall when going up the stairs, and the same with the counter. And also not mentioning that you won't be able to make the wall unpassable without making the stairs too.
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"Hasta la victoria, siempre."

"Who has time? But then if we do not ever take time, how can we ever have it?"
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