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3 Dimensional Chat / Big City Model Pack... Yeah?

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RUCCUS
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Location: Canada
Posted: 3rd Aug 2007 00:25 Edited at: 3rd Aug 2007 00:34
Im running low on cash so... I thought I might try my hand at a model pack, see if people like it and can pay for my next meal .

The idea is a big city model pack, I've done a few things so far. Just a run down of what I'll try to get in it;

- Various buildings, houses, etc. Enough to make a fairly decent city, plus a few generic ones that can have their looks changed pretty intensively by changing the texture.

- Blocks / streets. Different types of streets (hills, turns, etc.) and blocks that you can fit together to form a city.

- Skate park junk, like half pipes, kickers, rails, etc.

- Janitorial stuff. Garbage cans, random junk / debris, dumpsters, trash bags, etc.

- Vehicles, a few generics like the buildings so they can be textured to look different, and then a few specialty ones like a dump truck, mini-cooper, smart car, maybe a sports car or two. Plus things like skateboards, bicycles, etc.

- People / Citizens: Skinny, Fat, Built, Child, Baby, Old, in female / male.

- Misc stuff, light poles, telephone booths, newspaper stands, assorted street signs, fencing, ledges / benches, crates / boxes, bum shelters, bus shelters... yeah.

So onto the questions:

- Anyone see a market for this?
- Price ideas? Im thinking $5 right now, unless I make the mesh's amazing or throw in some really good models. Then maybe $10.
- Special Requests? No guarantee Im even gona finish this thing, but if I do and I notice a lot of people are interested in getting a certain model in there, Ill try my best to do it. (Could be famous buildings for example).

And lastly, what I've done so far;





They're all low poly, I dont remember the counts, but they were under 100 each.

<Edit>

Oh, and if I can figure out how, I'll try to normal map them.

- RUC'


Lucifer
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Posted: 3rd Aug 2007 00:31
looks good, i'm looking forward to seeing more of this pack


oh praise the lord, praise furry jesus
dononeton
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Posted: 3rd Aug 2007 01:57
Those look great! Are you saying $5 for the pack? From what you discribed you are selling yourself short? I made a document for my graveyard pack and I came up with about 100 models. I will sell it for $25. I see model pack with 38 models sell for $10 on other sites. Keep in mind no one whats there city look like other peoples cities so what you could do is recycle your models. What I mean is make different skins for you models like the wear and age. For example your stop sign. What I would do is make a new/clean version(freshly made) and have 2 versions of new, 2version of mid-aged, and 2 versions of old that will give you a total of 6 stops signs for different parts of the city. The odds of two cities being the same get real low.

A tip. Come up with a naming convention.exapmle

stop_new_v1
stop_new_v2

stop_mid_v1
stop_mid_v2

stop_old_v1
stop_old_v2



RUCCUS
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Posted: 3rd Aug 2007 06:03
Thanks for the info donn, yeah I was thinking of doing different textures for every one. Probably not for every single one, but for the generic things like signs, lights, etc. Ill also try to do different models for each, like a cement bench, a wooden bench, and a fancy bench.

I have an almost-finished map editor here I've been working on in my spare time, I might get that finished and throw it in with the models, then up the price. But you'd be able to buy it with or without the program.


RUCCUS
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Posted: 3rd Aug 2007 12:24 Edited at: 3rd Aug 2007 14:14
More models:





(For the warning sign, I've got all of the warnings turned into textures for it, like turn left / right ahead, people crossing, animal crossing, junk like that).

<EDIT>

I also figured out how to make normal maps with the NVidia plugin, so Ill probably make a normal map for each model.


Manic
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Posted: 3rd Aug 2007 16:19
the dumpster looks a bit dark to me, but it could just be this monitor.

I agree, you're selling yourself short at $5-10 especially if you include character models.

As for the sign, I'd make it blank, and then have one big 1024^ texture with all of them on a grid, I'll save you some time and if people are smart, it'll save them some time too.

I'd decide now where in the world the city is, different places have different architechtual features and styles, you don't want to make a hotch-potch of different buildings.

I don't have a sig, live with it.
RUCCUS
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Posted: 3rd Aug 2007 16:40
Yeah I went a bit crazy with the burn tool on the dumpster.

I was thinking the generic game city (usually based on New York City I guess).


RUCCUS
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Posted: 3rd Aug 2007 23:03
Here's a generic skyscraper I've been working on;



Texture needs some tweaking, it was kind of rushed. And I'll normal map it.


discostu
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Posted: 3rd Aug 2007 23:17 Edited at: 3rd Aug 2007 23:18
Hey thats not bad work to be perfectly honest, i would probably buy this pack. The sky scrapper seems abit sharp the pillars on the side could do with a little rounding just to get rid of the points.
on the stop sign you have a slightly rusted sign, yet the pole that holds the sign is perfectly shinny maybe a bit of grime to add

Your texture work overall on the models is really quite good just out of curiosity how did you learn to texture and could you point me in the direction of some good tutorials.

thanks

disco

cletus that aint no racoon now get me some proper roadkill
RUCCUS
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Posted: 3rd Aug 2007 23:59 Edited at: 4th Aug 2007 00:02
that pole for the stop sign is un-textured, I have it mapped / textured now though, suits the sign better.

I use Adobe Photoshop CS to do my textures, but The Gimp is a good free alternative for it. Really the quickest way that I use a lot of the time to get realistic results is throwing on a few random images as multipler layers, and then using the burn / dodge tool.

By random textures, I really mean any random textures. Here's an example making a brushed, rough, scratched metal surface:

I started with a plain grey, 512 x 512 image.
Then I grabbed a few random images from google, (really, they dont even have anything to do with metal. I used a grass image to get scratch marks in the metal, a cotton image to make the metal look like it's been smoothed around a bit, and a rock texture to add to the damage on the metal.)





I put each of those onto a layer, stretched to fit the image. Then I set each layer's blending mode to Multiply, and adjusted their opacities until I got this:



Then I went over it with the burn tool to make some darker rusted looking spots, and then the dodge tool to make it look shiny:



And finally, I make a last layer, set my two colours in the colour pallet to contrasting colours, in this case a dark brown and a bright blue, and apply the "Render > Clouds" filter. Then I also make this layer's blend mode Multiply, adjust the opacity, and;



Pretty quickly / easily you can see it's starting to look like a metal plate, and that was about 5 minutes of work, with writing this post . I also inserted my name, used the burn tool around the text to give it some depth, cropped a box around my name and used the dodge tool around the edges of the box to make it seem "lifted", used the burn tool under the cropped box for some more depth, and added some bolts, to make like a... name plate thing.

Photoshop is your friend .


discostu
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Posted: 4th Aug 2007 01:57
loll ok so i wasn't expecting that reply i was expecting i use photo shop follow this tut, but wow thank you for that. what i don't understand is applying texture to models uv mapping is way over my head or i'm just not looking in the right place. is there any other form of texturing an object.

cletus that aint no racoon now get me some proper roadkill
dab
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Posted: 4th Aug 2007 02:02
Those look amazing. If you have enough buildings in it, I might just purchase this.
RUCCUS
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Posted: 4th Aug 2007 02:22
discostu: There's 2 ways. UV Mapping, where you basically turn your model into a 2D representation of it. Or... I dont know what this method is called but basically you load your image in (a brick wall for example) and select every polygon you want the brick wall image to be on, and apply it to it. Most modellers support this, but it's only suitable for large maps that dont have much complex geometry. For characters, guns, everything else, yeah UV Mapping is needed. Theres lots of tutorials on google, just do a search.

Dabip sounds good.


Alex T3DGM guy
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Posted: 4th Aug 2007 15:59
If you're thinking of $5 for the entire pack, I think that's way too low. Some of the stuff on [href]www.turbosquid.com[/href] goes for $500. Admittedly, they were gigantic projects, but you could easily sell them for $25, or even $50 if you're lucky. But well done on them; I hope to see more!
RUCCUS
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Posted: 4th Aug 2007 18:23
Well the way I see it, a lot more people would buy a model pack at $5, even those that dont need the models, just because its a cheap and quick way to get some quality pre-fabs in their games as placeholders. Whereas at $25, only the people that are specifically looking for a complete city pack for their game will bother buying it. So chances are $10 is the highest I'll go for this thing, unless I really work hard on it and put some really quality models in it. The ones above only took me around half an hour each (modelling, uv mapping, texturing), and they really aren't that great, the texture makes them look a lot better.

Thanks for the input though.


dab
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Posted: 4th Aug 2007 19:06
Well, being the cheapsake I am, I like $5, but $10 is just as good.
Libervurto
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Posted: 4th Aug 2007 19:13 Edited at: 4th Aug 2007 19:20
@RUCCUS
Your models are great
I agree that this pack should be 5$, but make a big deal of it being so cheap. Then you will give yourself a bit of publicity and can charge more in the future. I'm sure you'll make up the difference anyway through number of sales.
You deserve a good reputation because these models are very promising
I would also set up a paypal account and ask people to donate money to you. This community is full of people who actually appreciate the work and skill that 3D modelling takes and I'm sure they'll be happy to donate. That way you can keep your packs cheap for those of us who are skint

Your signature has been erased by a mod because it was rubbish.
Not_Maindric
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Posted: 4th Aug 2007 21:12
Lovin it. If I had money, I would buy it....

RUCCUS
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Posted: 5th Aug 2007 00:38 Edited at: 5th Aug 2007 00:38
Quote: "Lovin it. If I had money, I would buy it...."


, If I had money, I wouldn't make it.

New building:




Not_Maindric
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Posted: 5th Aug 2007 08:03 Edited at: 5th Aug 2007 08:05
@RUCCUS
Hey, if you like this, I can let you a model I made, it is a pedestrian crossing immage, it is only 24 faces. =D Just a thought. This is my favourite model so far that I made. =D

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RUCCUS
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Posted: 5th Aug 2007 11:06 Edited at: 5th Aug 2007 11:07
Thanks for the offer it looks good, but I already have that sign done . I've really got almost any sign you can think of finished. Even "Kangaroo Crossing" .


Not_Maindric
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Posted: 5th Aug 2007 20:53
Alright, I just saw this and thought that making sign might help me with texturing, I really have nothing to do with it. =P

Manic
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Posted: 6th Aug 2007 18:20
the texture on the last skyscraper looks stretched to me.

I'd rethink how you're doing the buildings to be honest, unless you're planning making a few different Res levels, the buildings so far are too low poly, and the textures are too small and blurry. Imagine them next to the fire hydrant; they'd be far too basic and blocky.

I'd suggest adding in loads more detail, stuff like window recesses etc. and using multiple textures on them, especially if you make as many of those textures as generic as possible, you'll be able to use them over and over.

Manic

I don't have a sig, live with it.
Deathead
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Posted: 6th Aug 2007 18:45
Manic it hasn't streched.
@ruccus Nice man! I wish I can model like this!

RUCCUS
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Posted: 6th Aug 2007 19:03
the building textures are 2048 x 2048. But yeah it does look a bit blurred, then again I didnt want all of the bricks noticable, I wanted them just able to be seen. The normal map would take care of helping the bricks and windows and such pop out.

But Ill try to make the texture better later tonight.


Deathead
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Posted: 6th Aug 2007 19:07
Hey Ruccus. If this is gonna be $5 that means I have to pay £2.50?
Cool.

RUCCUS
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Posted: 6th Aug 2007 20:30
If thats how much $5 is in euros... yes.


Deathead
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Posted: 6th Aug 2007 20:59
the "£" is a sterling that is the british pound.

RUCCUS
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Posted: 6th Aug 2007 21:14
Sorry thats what I meant, pounds.


Deathead
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Posted: 6th Aug 2007 21:34
Yeah it is around £2.30 in canadian dollars and £2.40 in American Dollars. I went for both becuase I looked at your location and it said Canada so i assumed you are going to sell this pack as Canadian dollar.

hessiess
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Posted: 6th Aug 2007 22:31
the sciscrapers texture looks a little lo res

learn blender, you will never regret it.

Xenocythe
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Posted: 7th Aug 2007 03:43
@hessiess

RUCCUS even said that the building textures are 2048 x 2048.

Scraggle
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Posted: 7th Aug 2007 06:32
I think you may have the 'outer glow' set too high around the sky scraper windows, it is making them look blurred and would account for why people are saying the look lo-res.



Manic
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Posted: 8th Aug 2007 12:21
2048^ is far too big! are you kidding me?

you could get 10 times the detail using 1/2 the texture space by splitting it up into surfaces. You seem to be too afraid to use polys ruccus, having a 1000 poly model with 2x512^ and 1x256^ would run much faster than a 16 poly box with a 2048^ texture.

Apart from anything, most graphics cards tend to scale down to 1024 anyway.

I don't have a sig, live with it.
dark coder
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Posted: 8th Aug 2007 13:53
Quote: "Apart from anything, most graphics cards tend to scale down to 1024 anyway."


While I don't have some big list of GPU specs I find that hard to believe, I'd say that 2048 is the minimum resolution most GPUs will be able to load.

However I agree that it's far too excessive for one building, you could have made a few high detail windows and simply sliced up your building walls and shifted the UVs to they use different windows. Plus you could have various LOD models to cater for any people scared of high polycounts.

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