[Models] Sci-fi Scenery

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
bongobeat
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Re: [Models] Sci-fi Scenery

Post by bongobeat »

That's nice work! Keep going! :)
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
Stranger
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Joined: Thu Mar 07, 2013 5:48 am

Re: [Models] Sci-fi Scenery

Post by Stranger »

Use smoothing groups on the pipes to make them look better.
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BuzzJ
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Re: [Models] Sci-fi Scenery

Post by BuzzJ »

First, progress Images:
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Secondly I have released the unfinished Assets of the Captive Mod. Maybe somebody will find it useful.

http://www.nexusmods.com/grimrock/mods/ ... D358&pUp=1
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BuzzJ
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Re: [Models] Sci-fi Scenery

Post by BuzzJ »

Hello. The floor model is implemented, see below. It is even more complex, at some 5000 triangles. The texture and UVmap are automatic and terrible, as is normal. Next I think are the Engine Nacelle walls, because these will create the cylindrical (or sort of cylindrical) shape of the body of the ship. The Ceiling will just sort of cap it. If possible it will be round but I think I won't be able to pull that off. Anyway.
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BuzzJ
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Re: [Models] Sci-fi Scenery

Post by BuzzJ »

Ive got a barebones idea of how to do the engine nacelles and how to integrate it into the later walls.
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So it should end up looking something like this when paired with the other stuff
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maneus
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Re: [Models] Sci-fi Scenery

Post by maneus »

Not bad, but I think if you make a few more of such new models your mod size will be explode in the end.
And how is it with the pipes at the bottom in front of the party? I think you can put or drop items into them, or?
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germanny
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Re: [Models] Sci-fi Scenery

Post by germanny »

@Buzzj:
Do you notice that the imported model is mirrored around x-axis?
This is a common prob with blender and generic Gmt obj import. Before export, try to mirror your model around X-axis in blender.
Always recalculate and check normals after mirroring! (Show normals= Press N - opens model sidebar, here you can toggle normals view+size)

Good work, can you try another texture?
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BuzzJ
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Re: [Models] Sci-fi Scenery

Post by BuzzJ »

maneus wrote:Not bad, but I think if you make a few more of such new models your mod size will be explode in the end.
And how is it with the pipes at the bottom in front of the party? I think you can put or drop items into them, or?
As far as file size, yes, the .model file for a 5000+ triangle object is 245kb, whereas one for a ~3000 triangle object is 128kb. I have yet to notice any significant slowdown caused by these objects, but then again I have not been shooting thousands of lights on them either. As far as download size, If I somehow pass 500mb in size (Grimrock Nexus limit) I can always make two or more separate files.

Secondly, I have not checked, but yes, you probably can obscure small items behind the pipes. Even if this occurs you can just pick it up again by clicking on it. LOG engine does not actually use model geometry for the purpose of calculating object physics. Even if you model a hole, an object will not fall into it unless you script that whole square to be a pit trap.
germanny wrote:@Buzzj:
Do you notice that the imported model is mirrored around x-axis?
This is a common prob with blender and generic Gmt obj import. Before export, try to mirror your model around X-axis in blender.
Always recalculate and check normals after mirroring! (Show normals= Press N - opens model sidebar, here you can toggle normals view+size)

Good work, can you try another texture?
I did notice that it was mirrored, but so long as it was mirrored correctly and uniformly I figured it was fine either way. Thanks for the blender tips though, being able to undo this effect will be extremely useful later.

I could render them in another texture, but with automatic UVmaps the texture would look terrible no matter what. I'll see If I can make a static white or something else like sand that would be easier to see.
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BuzzJ
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Re: [Models] Sci-fi Scenery

Post by BuzzJ »

Hrmmm.

Well first, I cooked up a column of sorts to go in a presumable 4 places along the fuselage.
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But that was just an in-between project, I'm stuck on thinking of some kind of machinery to go underneath the engine nacelle. It felt a little bare without SOMETHING to go there. Maybe its some kind of actuator motor or other machinery. But what shape to make it? hmm.
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Hustin
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Re: [Models] Sci-fi Scenery

Post by Hustin »

Emergency shuttoff levers? Maybe a warning/caution/usage sign? Pressure gauges?
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